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Robertson, Judy – Computers & Education, 2012
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…
Descriptors: Audience Awareness, Females, Gender Differences, Peer Evaluation
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Machida, Sayuki – Australian Review of Applied Linguistics, 2003
Describes computer-assisted group project activities, including the creation of a Web site and a poster, employed in a beginners' Japanese language course. Claims that the activities were positively received by students and suggests that three factors such as self-directed learning, group dynamics, and computer-related skills should be taken into…
Descriptors: Computer Assisted Instruction, Group Activities, Higher Education, Introductory Courses
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James, Cecile Burnett – Social Studies, 1989
Discusses the rationale for cooperative learning and examines the teacher's role in creating groups. Provides examples of cooperative learning experiences in an integrated unit and as applied to computer education. Lists the advantages of using cooperative learning, while noting its pitfalls. Cautions that cooperative learning should be used in…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Curriculum Design, Elementary Secondary Education
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Scardamalia, M.; And Others – Interactive Learning Environments, 1992
Presents results from elementary school classroom uses of the Computer Supported Integrated Learning Environments (CSILE) software that stores student productions, including text and graphics, in one database to which all users have simultaneous access. Educational uses, effects, and outcomes of CSILE are described; and knowledge construction is…
Descriptors: Academic Achievement, Classroom Observation Techniques, Comparative Analysis, Computer Assisted Instruction