This article discusses the emergence of and the implementation of the Technology Applications Texas Essential Knowledge and Skills. "Rewriting the Texas curriculum is a big job. Since I became commissioner in March 1995, we have received written and verbal comments from at least 18,000 parents, educators and experts in particular academic fields on the proposed TEKS. Their input has helped us t…
Drawing on case study material, this paper explores the politics of career and resources competition that is a medium and outcome of IT investment strategies and system development priorities. This is achieved by examining the manner in which different managers and operating divisions in the case study organization perceive and pursue distinct IT priorities. This they do by involving particular…
Wireless networking is experiencing explosive growth, both in market size and the number of new standards and technologies. Effectively educating students, both at the undergraduate and graduate level, with the abilities to evaluate, implement, and integrate wireless networks should be a key part of any information technology (IT) education program for the foreseeable future. The Computer & Inf…
Background Suboptimal understanding of depression and mental health disorders by the general population is an important contributor to the wide treatment gap in depression. Mental health literacy encompasses knowledge and beliefs about mental disorders and supports their recognition, management, and prevention. Besides knowledge improvement, psychoeducational interventions reduce symptoms of…
In this research, the authors present a framework for developing Intercultural Competence (IC) and use Tridimensional Digital Virtual Worlds (3DVW) as environments for developing Intercultural Competence. They developed an artifact, via Design Research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portugue…
Prior research has indicated that there are gender-based differences for levels of technology self-efficacy among adolescents and specifically high school students. This study sought to determine if such gender-based differences were also present for middle school students. Technology self-efficacy data was collected from 248 middle school students who were participating in a technology intensi…
Because of an apparent decrease in the business world's sense of ethics and an increase in illegal activities by many executives, America's business schools have taken steps to correct the situation through the education process. Management games, which are played in many schools and simulate the types of competitive conditions faced by real-world executives, maybe useful devices for teaching e…
This article relates technology studies to organization research and examines the technology-as-text metaphor. The study of organization is incomplete as long as tangible technology remains in its blind spot. Linguistic metaphors and analogies, while capturing and indeed amplifying much of received understandings of technology, succeed only partially in repairing the situation. The image of the…
This research article investigates the impact of using a Monopoly Board Game (MBG) in the teaching-learning process of financial statement analysis (FSA) to information technology management students, who earlier had little or no finance or accounting prior educational background. The subjects were students (N=159) in an Indian University. The study; first, narrated the process of administering…
Higher education institutions are increasingly adopting leaning management systems (LMS) as a complementary tool in improving learning systems. The purpose of this study is explore the factors influencing students' satisfaction in Palestine Technical University-Khadoury (PTUK) in Palestine toward using the learning management system (Moodle). Six potential factors were used including perceived …