Description
Book Synopsis.- The Influence of Player Type on the Motivation of Students in a Gamified Programming Learning Environment.
.- A model towards enabling tutors to fulfil a role in attenuating source code plagiarism.
.- Inquiry into the Paradox of an ICT Skills Gap.
.- Bridging Local Realities and Global Goals: Exploring Student Led Sustainable Smart Innovation Projects in a Marginalised Community.
.- Reflections on Leading and Managing Computer Science Final Year Projects in a South African Rural University using Gibb's Framework.
.- Elements to Address in a Computing Research Project Honours Course Module: A Tale of Two Universities.
.- A SOLO adapted Evaluation Methodology for Quantifying Learning Transitions on Algorithms.
.- Pair programming and underrepresented groups in Information Technology.
.- Towards Integrating Ethics into Computing Curricula: An Active Learning and Cognitive Psychology Approach.
.- Digital Literacy: Challenges and Opportunities.