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McKelvey, James – Classroom Computer Learning, 1986
Discusses the elements of programming style, considering capitalization, variables, constants, format, GOTO statements, user friendliness, and clarity. Although Pascal is used as the example, the information provided is applicable to any programming language. (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Microcomputers, Programing
Papert, Seymour – Classroom Computer Learning, 1986
Describes features and uses of LogoWriter, a revised and expanded version of Logo. With LogoWriter, a student can not only command the turtle to draw pictures but also (because of a built-in word processor) can add text to the screen. (JN)
Descriptors: Computer Science Education, Elementary Education, Programing, Programing Languages
Green, John O. – Classroom Computer Learning, 1985
Once touted as the wonder programming language of the classroom, Logo is now a hotbed of controversy. Various issues related to the controversy are examined in an interview with Seymuor Papert, coauthor of the language. (JN)
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Interviews
Classroom Computer Learning, 1986
Presents computer-oriented activities which (although requiring a certain level of computer expertise) can be easily adapted for students in any grade. They include creating Pascal limericks, a day of the week calculation worksheet, two LOGO activities (including one used to introduce the building block approach to LOGO programming). (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Learning Activities, Programing
Harvey, Wayne – Classroom Computer Learning, 1984
Describes the strengths and weaknesses of four programing languages (Logo, PILOT, BASIC, Pascal) in terms of the tasks to be performed (task environment), capabilities of the language (programing environment), and skills user wants to develop (user environment). (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Programing, Programing Languages
Classroom Computer Learning, 1986
Presents computer-oriented activities which (although requiring a certain level of computer expertise) can be easily adapted for students in any grade. They include making greeting cards, rotating figures (while creating interesting designs and learning key geometric concepts), and examining LOGO procedures that will build a database. (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Learning Activities, Microcomputers
Classroom Computer Learning, 1984
Presented are six practical teaching suggestions selected from commercially available materials and ideas submitted by readers. A personalized poster program, a hiking program, and activities in which students send the Logo turtle on an egg hunt and study pattern block programing are included. (JN)
Descriptors: Computer Science Education, Elementary Education, Learning Activities, Programing
Neu, Pat – Classroom Computer Learning, 1985
Eight computer-oriented teaching activities are presented. Although all require some computer expertise, they can be easily adapted for students in any grade. Included are various programs using LOGO (drawing insects, fruits, and stars), a LOGO speller, a computer club activities, and others. (JN)
Descriptors: Computer Science Education, Computer Software, Elementary Secondary Education, Learning Activities
Classroom Computer Learning, 1984
Presented are six activities suitable for middle grades. They include programs for voting, creating Logo patterns, and for selecting a writing topic. Other activities focus on use of the colon and FOR/NEXT loop in BASIC and evaluating programs. (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Learning Activities, Programing
Classroom Computer Learning, 1984
Five activities suitable for upper grades are provided. They include programs to create polygons (Logo), determine where text is placed on screen (Apple Pascal), and draw a working clock (Logo). Other activities focus on command statements and creating a quiz. (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Learning Activities, Programing
VanDuyne, Andy – Classroom Computer Learning, 1984
Presented are four teaching activities for early grades, including one using the Atari PILOT "fill" command. Includes an article ("The Human Computer") by Andy Van Duyne suggesting a role-playing activity designed to illustrate programing techniques and terms. (JN)
Descriptors: Computer Science Education, Elementary Education, Learning Activities, Microcomputers
Classroom Computer Learning, 1984
Presents computer-oriented teaching suggestions suitable for early grades. They include creating houses and stained glass ornaments using Logo, recording class activities with a database management program, making mazes with graphics programs, making drawings with a KoalaPad, and using a program to introduce computers to non-English speaking…
Descriptors: Computer Graphics, Computer Science Education, Elementary Education, Learning Activities
Classroom Computer Learning, 1984
Presents five activities suitable for upper grades but adaptable for lower grades. Activities focus on character shapes, "use" command (Atari Pilot), foreign language programing (Pilot), LOGO aestheometry (creating curved shapes through the intersection of successively drawn straight lines), and stock market transactions using a spreadsheet. (JN)
Descriptors: Computer Programs, Computer Science Education, Elementary Secondary Education, Learning Activities
Classroom Computer Learning, 1983
Presents five teaching activities for early elementary children, including BASIC multiplication, creating picture using LOGO recursive procedure, and use of commas and semicolons with BASIC. Also discusses flowcharting techniques and cross-age tutoring. Includes "Computing without a Computer" by Evelyn Woldman, discussing use of a programmable toy…
Descriptors: Computer Programs, Computer Science Education, Flow Charts, Learning Activities
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
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