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Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2019
Spatial-Temporal Math (ST Math) is game-based, instructional software for K-12 students created by the MIND Research Institute (MIND). ST Math is integrated into classroom instruction, but can also be used in a computer lab or at home. The ST Math software games begin without language and symbol abstractions by posing math programs as purely…
Descriptors: Educational Games, Mathematics Education, Mathematics Instruction, Computer Software
Paney, Andrew S.; Kay, Ann C. – Update: Applications of Research in Music Education, 2015
The purpose of this study was to measure the effect of concurrent visual feedback on pitch-matching skill development in third-grade students. Participants played a computer game, "SingingCoach," which scored the accuracy of their singing of the song "America." They followed the contour of the melody on the screen as the…
Descriptors: Singing, Music Education, Feedback (Response), Computer Games
Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
Johnson-Glenberg, Mina C. – Educational Media International, 2010
This research examined the impact of formative quizzes on e-learning designed to teach volunteers how to tutor struggling readers. Three research questions were addressed: (1) Do embedded quizzes facilitate learning of e-content? (2) Does the announcement of upcoming quizzes affect learning? (3) Does prior knowledge interact with quizzing and…
Descriptors: Electronic Learning, Prior Learning, Testing, Adult Learning
Wisconsin Univ., Madison. Dept of Continuing and Vocational Education. – 1992
This guide outlines a prototype for using hypermedia to help students in secondary-level family and consumer education courses develop higher-level reasoning skills. Chapter 1 examines the nature and potential of hypermedia, with special emphasis on its relevance to family-focused curriculum efforts. The following aspects of designing a local…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computer Software, Consumer Education
Wisconsin State Dept. of Public Instruction, Madison. – 1983
Based on needs expressed by representatives from many Wisconsin school districts, this publication presents guidelines for introducing, enhancing, and evaluating the use of computer technology in schools. The first chapter provides a brief overview of the impact of computers on education and a list of principles for promoting their use in schools.…
Descriptors: Check Lists, Computer Assisted Instruction, Computer Literacy, Computer Software
Anderson, M. Elaine, Ed. – 1985
This manual presents guidelines for defining and detailing the use of computers in education and provides a basic model for introducing, implementing and evaluating computer technology in schools, including issues related to equity. Chapter 1 provides a brief overview of the impact of computers on education and a list of principles for…
Descriptors: Check Lists, Computer Assisted Instruction, Computer Managed Instruction, Computer Software
Gilgen, Read – EDUCAUSE Quarterly, 2005
Three years ago, the language lab at the University of Wisconsin-Madison encountered the same challenge many campuses face. Older analog technologies were getting harder--in some cases impossible--to maintain, thus making the move to digital technologies a necessity. A typical solution would have been to digitize existing materials and substitute…
Descriptors: Humanities, Grants, Program Implementation, College Administration