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Gadzikowski, Ann – Parenting for High Potential, 2016
In 2012, the National Association for the Education of Young Children (NAEYC) revised its position statement regarding the appropriate use of technology in early childhood classrooms. The increased accessibility of touch screens on tablets and smart phones led to this revision, which moves the conversation from the question of "When shall we…
Descriptors: Coding, Robotics, Young Children, Appropriate Technology
Brandt, Richard C. – 1988
The Computer-Based Memorization System (CBMS), which specifies the facts that students are to know and how well the facts are to be known, uses a compiled form of an associative network for its knowledge database. (An associative network is a knowledge representation that uses associations for its basic representation of knowledge.) The CBMS…
Descriptors: Authoring Aids (Programing), Computer Games, Computer Graphics, Computer System Design
Brandt, Richard C.; Davis, Bradley N. – 1988
CBESS (Computer-Based Educational Software System) is a set of 22 programs addressing authoring, instructional delivery, and instructional management. The programs are divided into five groups: (1) Computer-Based Memorization System (CBMS), which helps students acquire and maintain declarative (factual) knowledge (11 programs); (2) Language Skills…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Games, Computer Graphics
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Metcalf, Karen K.; Barlow, Amy; Hudson, Lisa; Jones, Elizabeth; Lyons, Dennis; Piersall, James; Munfus, Laureen – Journal of Interactive Instruction Development, 1998
Provides guidelines on how to adapt common games such as checkers, tic tac toe, obstacle courses, and memory joggers into interactive games in multimedia courseware. Emphasizes creating generic games that can be recycled and used for multiple topics to save development time and keep costs low. Discusses topic themes, game structure, and…
Descriptors: Computer Games, Computer Software Development, Computer Uses in Education, Cost Effectiveness
Weaver, Dave; Pollard, Jim – 1989
These three volumes list and describe a total of 65 new educational software products. The lists are the result of February and September 1988 polls of 10 computer coordinators from large educational software preview centers and evaluation agencies, who were asked to identify new products they had seen which, in their professional opinion, were…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Simulation
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Bauza, Guillem Bou; Gelabert, Miquel Essomba – Educational Media International, 1995
A computer game was created to increase student awareness of major philosophical and ethical questions, and to teach them to analyze the history of humanity from a multicultural perspective. Discussion includes objectives, strategy, design, how pedagogical requirements are met, and initiating changes in attitudes. (AEF)
Descriptors: Attitude Change, Computer Games, Computer Software Development, Courseware
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Orwig, Gary; And Others – Educational Media International, 1993
Describes projects at the University of Central Florida to test new training technologies under controlled but realistic settings. Original plans for an "Experimental Prototyping Classroom" are discussed; and current developments in language training research, gaming technology, and virtual environments are described. (EAM)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Courseware
Freyd, Pamela – Media and Methods, 1989
Discusses characteristics of software that teachers should consider when selecting software, and reviews programs of good quality for use in elementary and/or secondary classes. Instructional design considerations and the amount of time required for a program are discussed, and games, tutorials, simulations, and drill and practice software are…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software Reviews
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Kaplan, Marsha A. – Simulation & Gaming, 1997
The RECEPTION GAME teaches conversation skills to adult foreign language learners with positions in international business and diplomacy. The design combines elements of simulation and experiential learning and takes into account conversation's rapport-building function, turn-taking mechanisms, open-ended structure, listening demands for following…
Descriptors: Adult Education, Computer Assisted Instruction, Computer Games, Computer Simulation
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Rieber, Lloyd P.; Luke, Nancy; Smith, Jan – Meridian, 1998
Describes KID DESIGNER, a project that emphasizes play as a lifelong learning process by teaching elementary school students how to design their own educational computer games that embed content from subjects studied in the classroom. Topics include constructivism; cooperative learning; project-based activities; prior learning; group dynamics; and…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software Development, Constructivism (Learning)
De Laurentiis, E. C. – 1993
There is a lot of educational software on the market, but little of it can be said to be revolutionary. Despite all the talk about education and computers, the educational software revolution has yet to begin. All educational software can be placed in categories of games (edutainment), simulations, reference software, and tutorials. Choosing…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Managed Instruction