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Goodson-Espy, Tracy; Lynch-Davis, Kathleen; Schram, Pamela; Quickenton, Art – SRATE Journal, 2010
This paper describes the genesis and purpose of our geometry methods course, focusing on a geometry-teaching technology we created using NVIDIA[R] Chameleon demonstration. This article presents examples from a sequence of lessons centered about a 3D computer graphics demonstration of the chameleon and its geometry. In addition, we present data…
Descriptors: Preservice Teachers, Methods Courses, Teacher Education Curriculum, Computer Graphics
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Smith, T. Michael; Andrews, Kenneth G. – Computers in the Schools, 1985
To better appreciate the role computer-assisted video instruction serves in education, this article examines the major features of the individual component technologies--computer assisted instruction, film, videotape, and videodisc; discusses potential effects and pitfalls of computer-assisted video instruction; and reviews research on its…
Descriptors: Computer Assisted Instruction, Computer Graphics, Films, Instructional Design
Fuller, Robert G. – Videodisc and Optical Disc, 1985
Several interactive videodisc lessons--Physics and Automobile Collisions, Energy Transformations Featuring the Bicycle, Studies in Motion, and Puzzle of the Tacoma Narrows Bridge Collapse--are discussed in terms of Malone's theory based on computer game analysis that challenge, curiosity, and fantasy are aspects of intrinsic motivation for…
Descriptors: Computer Assisted Instruction, Computer Graphics, Curiosity, Educational Environment
Xiao, Xiaoquan; Jones, Marshall G. – 1995
Computer animation can be effectively incorporated into computer based instruction programs for English as a Foreign Language (EFL) learning environments. Computer animation is defined as computer-generated animated graphics that function as visual aids to instruction. The applications of instructional graphics fall into two categories: (1)…
Descriptors: Animation, Computer Assisted Instruction, Computer Graphics, Computer Software Development
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods