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Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Groen, Gerrit, Ed.; Pichaske, David, Ed. – 1985
The use of new technologies to deliver courses in humanities to adult, off-campus students in rural western Minnesota is described in nine essays. A 4-year project was funded to improve access to the humanities, resulting in the redesign of 40 courses since 1981. In addition discussing the background of the project, evaluative mechanisms, and…
Descriptors: Adult Students, Audiotape Recordings, College Students, Computer Assisted Instruction