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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Sunday Nnamdi Okocha; Monica Ngozi Odinko – Journal of the International Society for Teacher Education, 2021
Preliminary investigations reveal that some academic staff find it difficult to adapt use of e-learning facilities for delivery academic duties which could lead to job ineffectiveness. The study, investigated the extent to which e-learning facilities availability, usability and adaptability predict job effectiveness among academic staff of…
Descriptors: Electronic Learning, Usability, Adjustment (to Environment), Personality Traits
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Kazanci, Zekeriya; Okan, Zuhal – Turkish Online Journal of Educational Technology - TOJET, 2009
The purpose of this study is to offer a critical consideration of instructional software designed particularly for children. Since the early 1990s computer applications integrating education with entertainment have been adopted on a large scale by both educators and parents. It is expected that through edutainment software the process of learning…
Descriptors: Courseware, Computers, Learning Processes, Teaching Methods
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Munter, Mary – Journal of Business Communication, 1986
Surveyed members of the American Assembly of Collegiate Schools of Business to determine how and why computers were being used in the business or management curriculum and the kinds of hardware and software in use. (PD)
Descriptors: Business Administration Education, Business Communication, Computer Software, Computers
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Li, Xiaoming; Atkins, Melissa S.; Stanton, Bonita – Merrill-Palmer Quarterly: Journal of Developmental Psychology, 2006
Data from 122 Head Start children were analyzed to examine the impact of computer use on school readiness and psychomotor skills. Children in the experimental group were given the opportunity to work on a computer for 15-20 minutes per day with their choice of developmentally appropriate educational software, while the control group received a…
Descriptors: Experimental Groups, Control Groups, School Readiness, Disadvantaged Youth
Barrett, John, Ed.; Hedberg, John, Ed. – 1987
The 63 papers in this collection include two keynote addresses: "Patient Simulation Using Interactive Video: An Application" (Joseph V. Henderson), and "Intelligent Tutoring Systems: Practice Opportunities and Explanatory Models" (Alan Lesgold). The remaining papers are grouped under five topics: (1) Artificial Intelligence,…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Managed Instruction, Computer Simulation
Jeska, Elizabeth E.; White, Cynthia – 1986
The 57 institutional members of Region IV of the National University Continuing Education Association (NUCEA) were asked to provide information on computerization for teaching and conference use. Forty institutions (70 percent) responded. Sixty percent of the respondents indicated having a computer teaching facility. Of the 16 schools without a…
Descriptors: Computer Literacy, Computer Managed Instruction, Computer Oriented Programs, Computer Science Education
Crawford, Glinda B.; And Others – 1985
A study determined computer research and exemplary project needs in home economics education, identified such projects, and analyzed the relationship of research and exemplary project needs to projects identified. The questionnaire instructed respondents to describe their perceptions of research needs and exemplary project needs related to…
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Managed Instruction, Computer Oriented Programs