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D. Joel Whalen; Charles Drehmer; Andrew Cavanaugh – Business and Professional Communication Quarterly, 2024
Artificial intelligence assignments lead this article's 11 teaching innovations selected from the "My Favorite Assignments" presented at the 2023 Association for Business Communication's (ABC's) 88th Annual International Conference held in the Mile-High City: Denver, Colorado, USA. Pedagogy presented here also includes ideas to enhance…
Descriptors: Business Communication, Business Education, Artificial Intelligence, Assignments
American Association of Colleges and Universities, 2024
Humanity is building exciting new partnerships with technology in the artificial intelligence age. Careers and work are rapidly being transformed and many of the jobs of tomorrow have not yet been invented. Students should make it their goal to become skilled in using AI comfortably, effectively, safely and ethically. Learn AI's capabilities and…
Descriptors: College Students, Student Experience, Technology Uses in Education, Artificial Intelligence

Technology Teacher, 1989
This curriculum unit discusses the history of programing languages, emphasizing the newer fourth- and fifth-generation languages that are increasingly human-like in their intelligence. Fourth-generation languages and knowledge-based systems are discussed at length. (CH)
Descriptors: Artificial Intelligence, Computational Linguistics, Expert Systems, Programing Languages

Technology Teacher, 1986
This instructional module examines a key function of science and technology: problem solving. It studies the meaning of problem solving, looks at techniques for problem solving, examines case studies that exemplify the problem-solving approach, presents problems for the reader to solve, and provides a student self-quiz. (Author/CT)
Descriptors: Artificial Intelligence, Case Studies, Engineering, Learning Activities
Muir, Michael – 1990
Intended for learners with a basic familiarity with the Logo programming language, this manual is designed to introduce them to artificial intelligence and enhance their programming capabilities. Nine chapters discuss the following features of Logo: (1) MAZE.MASTER, a look at robots and how sensors make machines aware of their environment; (2)…
Descriptors: Artificial Intelligence, Computer Games, Computer Software, Educational Strategies
Brownlow, David; And Others – 1977
Arranged in three sections, this resource for secondary school students provides an introduction to the computer's impact on society. The first section surveys historical methods of recording and storing information: clay tablets, papyrus, and books. The second section describes how computers work and ways they can be used. Also considered are the…
Descriptors: Artificial Intelligence, Computer Science, Computers, Futures (of Society)
International Technology Education Association, Reston, VA. – 1989
This document--intended to help technology education teachers plan their classroom curriculum for secondary school and college students--contains units on creativity, artificial intelligence, biotechnology, polymeric materials, manufacturing in space, metallic materials, intermodal transportation, and food production. The sociocultural impact of…
Descriptors: Agricultural Production, Artificial Intelligence, Construction (Process), Creativity
Iozzi, Louis A.; Bastardo, Peter J. – 1987
This student guide was designed to be used with senior high school level classes as a supplement to existing programs in the areas of science and social studies. Each of the 12 chapters included in the guide may be used independently or may be combined into a separate course on the relationships between science, technology, and society. The…
Descriptors: Agriculture, Air Pollution, Artificial Intelligence, Decision Making
Technology and Society: A Futuristic Perspective. [Student's Guide.] Preparing for Tomorrow's World.
Iozzi, Louis A.; And Others – 1980
This module is designed to provide students (grades 10-11) with experiences in examining how technology has changed our lives and in anticipating future changes. The module is divided into three sections. Role-playing simulations and readings are used in section 1 to examine the dynamic relationship between science/technology/society. Five…
Descriptors: Artificial Intelligence, Critical Thinking, Decision Making, Environmental Education