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Weintrop, David; Wilensky, Uri – Educational Technology, 2016
Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…
Descriptors: Video Games, Teaching Methods, Programming, Computer Science
Khosravi, Hassan; Kitto, Kirsty; Cooper, Kendra – Journal of Educational Data Mining, 2017
Various forms of Peer-Learning Environments are increasingly being used in post-secondary education, often to help build repositories of student generated learning objects. However, large classes can result in an extensive repository, which can make it more challenging for students to search for suitable objects that both reflect their interests…
Descriptors: Teaching Methods, College Students, Educational Technology, Technology Uses in Education
Parker, Tom – Mathematics Teaching in the Middle School, 2012
As a fifth-grade mathematics teacher, the author tries to create authentic problem-solving activities that connect to the world in which his students live. He discovered a natural connection to his students' real world at a computer camp. A friend introduced him to Alice, a computer application developed at Carnegie Mellon, under the leadership of…
Descriptors: Video Games, Computer Oriented Programs, Problem Solving, Computers
Bianco, Margarita; Carothers, Douglas E.; Smiley, Lydia R. – Intervention in School and Clinic, 2009
Gifted students with Asperger syndrome (AS) frequently exhibit behaviors that puzzle and challenge teachers and other professionals. They display many of the behaviors typically associated with AS and therefore receive educational interventions designed to address their deficit areas. Often lacking is strength-based programming--that is,…
Descriptors: Educational Planning, Academically Gifted, Asperger Syndrome, Programming
Denner, Jill; Bean, Steve; Martinez, Jacob – Afterschool Matters, 2009
This article describes the Girl Game Company's involvement in teaching Latina girls to design and program computer games while building a network of support to help them pursue IT courses and careers. Afterschool programs like the Girl Game Company can fill an important gap by providing opportunities for underserved youth to build IT fluency. A…
Descriptors: Females, Hispanic Americans, Computer Games, Design
Chang, Yanrong – Communication Teacher, 2006
This activity uses video clips from a popular sitcom, "Friends," to help students grasp the relational, rule-governed, and culture-specific nature of nonverbal communication. It opens students' eyes to nonverbal behaviors that are happening on a daily basis so that they not only master the knowledge but are able to apply it. While other popular…
Descriptors: Undergraduate Students, Nonverbal Communication, Television, Programming (Broadcast)
Chee, Yam San – 1994
As an instructional technology, cognitive apprenticeship has become increasingly important. Cognitive apprenticeship embeds the acquisition of knowledge and skills in their social and functional context and consists of six teaching methods: modelling, coaching, scaffolding, articulation, reflection, and exploration. SMALLTALKER is a…
Descriptors: Computer Software, Educational Environment, Feedback, Foreign Countries
Crenshaw, John H. – 1995
Many individuals in middle school, high school, and university settings have an interest in both music and computers. This paper seeks to direct that interest by presenting a series of computer programming projects. The 53 projects fall under two categories: musical scales and musical sound production. Each group of projects is preceded by a short…
Descriptors: Computer Uses in Education, High Schools, Higher Education, Learning Activities
Biemiller, Lawrence – Chronicle of Higher Education, 1997
Multimedia computer programs that can be produced in a few hours by faculty or language laboratory staff could change the way colleges teach foreign languages. New tools allow exercises to be custom tailored to suit student interests and skill levels and to use authentic texts in new ways. Initial response by faculty users has been enthusiastic.…
Descriptors: Authoring Aids (Programming), Classroom Techniques, College Instruction, Computer Assisted Instruction