Information Technology Competency Model of Core Learning Outcomes and Assessment for Associate-Degree Curriculum

2014 ◽  
Author(s):  
Jim Nichols
2015 ◽  
Vol 4 (3) ◽  
Author(s):  
Seruni Seruni ◽  
Nurul Hikmah

<p>The purpose of this study is to find and analyze the effect of feedback on <br />learning outcomes in mathematics and an interest in basic statistics course. The <br />population in this study are affordable Information Technology Student cademic Year 2012/2013 Semester II Indraprasta PGRI University of South Jakarta. Sample The study sample was obtained through random sampling. This study used an experimental method to the analysis using the MANOVA test. This study has three variables, consisting of: one independent variable, namely the provision of feedback (immediate and delayed), and two dependent variable is the result of interest in the study of mathematics and basic statistics course. The data was collected for the test results to learn mathematics, and a questionnaire for the interest in basic statistics course. Collected data were analyzed using the MANOVA test. Before the data were analyzed, first performed descriptive statistical analysis and test data analysis requirements (test data normality and homogeneity of covariance matrices). The results show that the learning outcomes of interest in mathematics and basic statistics course for students who are given immediate feedback higher than students given feedback delayed. <br /><br /></p>


1977 ◽  
Vol 5 (1_suppl) ◽  
pp. 18-27 ◽  
Author(s):  
Carolyn Chambers Clark

Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.


Author(s):  
Noi Sian KOH ◽  
Swapna GOTTIPATI ◽  
Venky SHANKARARAMAN

Bite-Sized Teaching approach uses relatively small learning units with short term focused activities. The paper presents the effectiveness of Bite-Sized lecture pedagogy on learning outcomes for an analytics course offered by the School of Information Technology at Nanyang Polytechnic. The methodology involves breaking a typical 1 hour lecture into 3 to 4 short lectures followed by related tutorial/practical exercises relevant to each respective short lecture. The results from the exercises show statistically significant improvements in the assessed learning outcomes for the Bite-Sized lecture over the traditional 1 hour lecture. 75% of the surveyed respondents agreed that the speed of the course materials presented in the Bite-Sized lecture was just right. Majority of the repondents agreed or strongly agreed that Bite-Sized lecture helped them to learn better. Although this paper is primarily based on education experiences made within an analytics module, the findings presented are applicable to any other computing related courses or even mathematics related courses in general.


2019 ◽  
Author(s):  
Lasma Supe ◽  
◽  
Andris Natrins ◽  
Elina Mikelsone ◽  
Andris Sarnovics ◽  
...  

Author(s):  
Furkan Tari

Advances in information technology and the redefined web trigger a holistic view of learning process. The objective of this study is to provide a conceptual view of how various technologies can be used to maximize learning outcomes through e-learning. Among the trends investigated in this study are, XML and semantic Web, content-based video indexing, personalized, intelligent Web tutoring, and m-learning. In addition to these technologies, a brief review of some of the key behavioral issues is presented. For researchers and developers interested in maximizing the learning outcome through e-learning technologies, the paper provides a taxonomy of these trends along with a framework for future designs.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hongyi Mao ◽  
Shan Liu ◽  
Jinlong Zhang ◽  
Yajun Zhang ◽  
Yeming Gong

PurposeScholars have examined the possible relationship between information technology (IT) and organizational agility. Although the general-level effect of IT is undisputed, empirical research on how different types of IT contribute to various aspects of organizational agility remains scarce. Therefore, this study aims to propose an integrated framework of internal capability and external environment to address this research gap.Design/methodology/approachThis study investigates the potential mediating effects of absorptive capacity and the moderating effects of information intensity in the IT‒agility relationship. With a dataset comprising 165 organizations in China, this work provides empirical evidence that the effects of absorptive capacity and information intensity are multifaceted and nuanced, thereby revealing the latent mechanisms of IT competency and organizational agility.FindingsAbsorptive capacity partially mediates the effects of IT knowledge and IT operations on market capitalizing agility and fully mediates their effects on operational adjustment agility. However, no direct or indirect effects of IT objects are found on both types of organizational agility. Information intensity also positively moderates the effects of IT operations and IT objects on absorptive capacity. However, no significant moderation is found with regard to IT operations.Originality/valueThis study provides novel insights by demonstrating clearly the different mediating roles of absorptive capacity in the relationship among various types of IT competency and diverse aspects of organizational agility. This work also underscores the moderating role of information intensity in shaping absorptive capacity through IT competency.


2019 ◽  
Vol 74 (4) ◽  
pp. 872-884 ◽  
Author(s):  
Mohammad Reza Jalilvand ◽  
Javad Khazaei Pool ◽  
Masood Khodadadi ◽  
Mehdi Sharifi

Purpose This study aims to provide a better understanding of how information technology (IT) competency and knowledge management (KM) contribute to service supply chain (SSC) (coordination, collaboration and efficiency) practices in the hospitality industry. Design/methodology/approach Drawing on tourism businesses, this study tests the structural relationships of IT competency, KM and SSC. Structural equation modeling is performed to test the hypotheses. A survey of 494 hotels in Iran provided empirical evidence for the existence of interrelationships between multiple constructs. Findings The analysis demonstrated that IT competency is significantly associated with KM. Furthermore, SSC practices are found to be directly impacted by KM and IT competency. Originality/value This study unpacks the mechanism that operates between IT competency, KM and SSC and contributes to the academic research on SSC in the context of the hospitality industry.


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