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Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
McNeil, Donald R.; And Others – 1991
This report of a 3-year project discusses the results of the testing of computer conferencing and e-mail (electronic mail) at Montgomery College (Maryland) over a period of four semesters. The product was designed to answer the following questions: (1) Could computer conferencing or e-mail increase access? (2) Would the quality of the instruction…
Descriptors: Case Studies, Community Colleges, Computer Assisted Instruction, Conventional Instruction
Feyten, Carine M., Ed.; Nutta, Joyce W., Ed. – 1999
The essays in this book, by contributors from around the world, clarify predominant theoretical issues that pertain to virtual instruction, and offer practical suggestions for implementing these programs in any setting. Chapters include: "Mapping Space and Time: Virtual Instruction as Global Ritual" (Joyce W. Nutta and Carine M. Feyten);…
Descriptors: Computer Assisted Instruction, Computer Mediated Communication, Computer Uses in Education, Cost Effectiveness