Document Type

Article

Source of Publication

Heliyon

Publication Date

11-1-2022

Abstract

CDIO (Conceiving-Designing-Implementing-Operating), crowdsourcing and gamification are gaining more popularity in IT education. However, factors that influence learners' attitude toward this method are yet to be discovered. Therefore, this study aims to develop and test a conceptual model of implementing CDIO-based curriculum in IT education. For this purpose, CDIO dimensions were conceptualized and developed into questionnaire items. Then 141 students who experienced the CDIO method in information security course and lab, were sampled through action-research approach to investigate their perceptions and experiences about the learning stages, dimensions and values of this teaching method. Data gathered were analyzed by multiple regression algorithm using Partial Least Squares-Structural Equation Modeling (PLS-SEM) statistical approach. The results reveal that the ‘mastery of the concept’, ‘implement and operate’, ‘perceived values’, ‘demonstration and resources’, and ‘admin’ could significantly (in direct and indirect paths) affect learner's intention to accept the CDIO method and adopt it in IT classes. Finally, implications to theory and practice were indicated, and future research directions were suggested.

ISSN

2405-8440

Publisher

Elsevier BV

First Page

e11433

Last Page

e11433

Disciplines

Computer Sciences | Education

Keywords

CDIO, Crowdsourcing, Gamification, Information security learners, Regression analysis, SEM-PLS

Creative Commons License

Creative Commons Attribution 4.0 International License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Indexed in Scopus

no

Open Access

yes

Open Access Type

Gold: This publication is openly available in an open access journal/series

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