Descriptor
Computer Science Education | 4 |
High Schools | 4 |
Learning Activities | 4 |
Programing | 4 |
Class Activities | 2 |
Microcomputers | 2 |
Problem Solving | 2 |
Career Choice | 1 |
Computer Programs | 1 |
Computer Software | 1 |
Databases | 1 |
More ▼ |
Source
Classroom Computer Learning | 4 |
Author
Publication Type
Journal Articles | 4 |
Reports - Descriptive | 4 |
Computer Programs | 1 |
Education Level
Audience
Practitioners | 4 |
Teachers | 3 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Classroom Computer Learning, 1984
Suggestions for five activities are presented. They include: ideas for several student problem-solving projects; preparing a flowsheet and program for 10 coin and dice games; using word processor formatting commands to create word designs; creating sounds; and writing a program to print out sums indefinitely. (JN)
Descriptors: Class Activities, Computer Science Education, High Schools, Learning Activities
Classroom Computer Learning, 1984
Offers suggestions for five computer-oriented classroom activities. They include uniting a writing class by having them collectively write a book using a word processor, examining FOR/NEXT loops, using a compound interest computer program, and developing a list of facts about computers. Includes four short programs which erase monitor screens. (JN)
Descriptors: Class Activities, Computer Science Education, Computer Software, High Schools
Classroom Computer Learning, 1985
Presents four teaching activities (suitable for high school students) which focus on: use of LOGO paddles; a database of student interests (to use in career-oriented units/projects); probability related to two or more students having the same birthday; and reading of print statements on the monitor. (JN)
Descriptors: Career Choice, Computer Science Education, Databases, High Schools
Classroom Computer Learning, 1983
Offers such teaching activities as a one-line program contest, field trips, examining job openings in newspapers, and a writing activity speculating what would happen if robots did not follow Isaac Asimov's "Three Laws of Robotics." Includes "Logo Goes to High School" by E. Paul Goldenberg, discussing problem-solving tasks…
Descriptors: Computer Programs, Computer Science Education, High Schools, Learning Activities