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Zinn, Karl L. – Educational Technology, 1979
Reports on uses of microcomputers at the University of Michigan including word processing, extending laboratory experience, simulation, games, tutorial uses, and building skills in computing. (RAO)
Descriptors: Computer Oriented Programs, Computer Science Education, Educational Games, Higher Education
Hively, Wells – Popular Computing, 1984
Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…
Descriptors: Computer Programs, Educational Games, Elementary Education, Instructional Materials
Murphy, Brian – InCider, 1984
A teacher turned software programer expounds on his computing background, the philosophy behind his games, and on the roles and uses of these games and other software in educational settings. Advice on selecting software is provided for administrators and parents. (JN)
Descriptors: Archaeology, Communications, Courseware, Educational Games
Watt, Molly – InCider, 1983
Suggests that parents and teachers be alert to new programs that help children express their ideas and store information. Highlights several programs found in such disk magazines as "Window" and "Microzine," a word processing program (Bank Street Writer), and a program to create original arcade games (Rocky's Boots). (JN)
Descriptors: Computer Programs, Computer Science Education, Educational Games, Elementary Secondary Education
Stone, Antonia – Natural History, 1982
Provides general information on currently available microcomputers, computer programs (software), hardware requirements, software sources, costs, computer games, and programing. Includes a list of popular microcomputers, providing price category, model, list price, software (cassette, tape, disk), monitor specifications, amount of random access…
Descriptors: Computer Programs, Costs, Educational Games, Elementary Secondary Education
Frederiksen, John – Classroom Computer News, 1982
Several experimental instructional games for improving reading skills are described. The games are undergoing evaluation in a high school setting, and are viewed to show considerable promise for improving the targeted skills and having positive impact on other reading skills. The best features of instructional practice and games are combined. (MP)
Descriptors: Computer Programs, Drills (Practice), Educational Games, Games

Dugdale, Sharon – Mathematics Teacher, 1982
The development and use of an activity that uses the computer's unique capabilities to provide students with a relevant and highly motivating experience with the graphing of equations is outlined. The activity, called "Green Globs," illustrates the potential of developing new environments for learning on computers. (MP)
Descriptors: Computer Programs, Educational Games, Graphs, Learning Activities

Baba, Norio; And Others – Simulation and Games, 1984
Describes an educational microcomputer gaming system for dealing with the acid rain problem in Western Europe and discusses its objectives, rules, problems, and future perspectives. Usefulness of gaming as an operational aid in formulating appropriate energy policies worldwide is emphasized. (MBR)
Descriptors: Computer Simulation, Educational Games, Futures (of Society), Higher Education
Kuechle, Nancy – Classroom Computer Learning, 1984
Presents four teaching activities including: creating sculptures from computer-related items; debugging approach for TRS-80; LOGO parallelograms; and flowcharting techniques. Includes an article ("BASIC Adventures") by Nancy Kuechle focusing on essential commands in creating interactive adventure programs. (JN)
Descriptors: Computer Programs, Computer Science Education, Educational Games, Elementary Secondary Education
Zonderman, Jon – Classroom Computer News, 1982
The proliferation of personal computers in home/schools and use of computer chips in educational toys has led to a rethinking of ideas about education and fun, and ways the two can combine to provide youngsters with enjoyable and profitable learning experiences. Provides examples of commercially available computer-oriented educational toys/games.…
Descriptors: Computer Oriented Programs, Computer Programs, Computer Science, Educational Games
Whittredge, Karen – Environmental Education Report, 1982
Discusses a computer simulation (Energy Search) in which students manage their own factories. Provides an example of typical classroom interaction and comments on the nature of good computer simulations (those that teach skills and create an environment encouraging students to work together toward a common goal). (Author/JN)
Descriptors: Computer Oriented Programs, Computer Programs, Educational Games, Elementary Education

Hickey, F. R. – Physics Teacher, 1982
An adventure-type computer game in which treasure can be acquired by solving problems in ray optics is described. The program is shorter than most adventures and is designed to run in a 16-K Commodore PET microcomputer with tape cassette input. Program and documentation are available at cost from the author. (Author/JN)
Descriptors: College Science, Educational Games, High Schools, Higher Education

Wold, Allen L.; Hunter, C. Bruce – Science Activities, 1982
Program listing for a computer game on kinematics is provided. Documentation for the listing (in Microsoft BASIC) and rationale for using computer games in the classroom are also provided. (JN)
Descriptors: Computer Oriented Programs, Computer Programs, Educational Games, Microcomputers

Thavikulwat, Precha – Simulation and Games, 1988
Discussion of educational games that can be configured to accommodate changes in the structure of the game focuses on MANAGEMENT 500, a microcomputer-controlled prototype business simulation game. Three modes of learning that can be emphasized through a configurable simulation game are explained: learning by discovery, by perseverance, and by…
Descriptors: Business, Competition, Computer Simulation, Discovery Learning

Grundy, Shirley – Interchange, 1991
Australian researchers examined a computer adventure game's potential to provide worthwhile learning experiences by videotaping elementary students at play. Results indicated students learned about computers, read, had fun, and solved problems, but the game did not meet specified criteria for a worthwhile educational experience. (SM)
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Elementary Education