NotesFAQContact Us
Collection
Advanced
Search Tips
Education Level
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 18 results Save | Export
Peer reviewed Peer reviewed
Ota, Kenji R.; DuPaul, George J. – School Psychology Quarterly, 2002
Study examines the effects of using software with a game format (as a supplement to teacher instruction) to improve math performance of fourth- to sixth-grade students with attention-deficit hyperactivity disorder. The hypothesis that math software with a game format would improve the academic performance and increase attention of all participants…
Descriptors: Attention Deficit Disorders, Computer Assisted Instruction, Computer Games, Enrichment Activities
Manitoba Dept. of Education, Winnipeg. Computer Services Branch. – 1985
This guide was developed to assist teachers in achieving goals related to the development of computer awareness in students in grades 4-6 in the Canadian province of Manitoba. An overview of the program describes a set of basic concepts, skills, and attitudes relating to computer technology, and provides information on activities that can be used…
Descriptors: Computer Games, Computer Literacy, Discovery Learning, Foreign Countries
Peer reviewed Peer reviewed
Funk, Jeanne B.; Flores, Geysa; Buchman, Debra; Germann, Julie N. – Youth & Society, 1999
Compared commercial ratings of electronic games with ratings by 201 fourth graders. There was general agreement for games with obviously nonviolent or very violent content, but much more disagreement about the violence in cartoon-type games. Recommends including consumer perceptions in a rating system. (SLD)
Descriptors: Cartoons, Computer Games, Consumer Protection, Elementary School Students
Peer reviewed Peer reviewed
Williamson, J. David; Ginther, Dean W. – Journal of Computing in Childhood Education, 1992
An experimental group of fourth and fifth graders received training in Logo computer programming. This group and a control group that did not receive training completed a posttest that involved drawing of designs. No differences were found in posttest design production between the groups. (LB)
Descriptors: Computer Games, Computer Uses in Education, Elementary School Students, Grade 4
Kafai, Yasmin – 1995
The artifacts (instructional games) created by a class of fourth-grade students engaged in designing educational games are analyzed. To facilitate the analysis, these artifacts were compared with products created by students in a similar design context who were creating instructional software. In both situations, inner-city fourth graders were…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software Development, Elementary School Students
Adamson, Eadie – 1988
This paper describes the use of LOGOWriter with fifth grade boys as a means of developing programming procedures for computer games that they could use to simulate motion with acceleration, as well as techniques for controlling the direction of motion. The kinds of programs developed, student responses to this work, observations about teaching…
Descriptors: Computer Games, Computer Software, Discovery Learning, Discovery Processes
Thorp, Carmany – Teaching PreK-8, 1995
Describes student use of Hyperstudio computer software to create history adventure games. History came alive while students learned efficient writing skills; learned to understand and manipulate cause, effect choice and consequence; and learned to incorporate succinct locational, climatic, and historical detail. (ET)
Descriptors: Computer Games, Computer Uses in Education, Decision Making Skills, Elementary Education
Peer reviewed Peer reviewed
Delclos, Victor R.; Harrington, Christine – Journal of Educational Psychology, 1991
Nineteen fifth and 11 sixth graders given preliminary instruction about a computer-based problem-solving game received additional problem-solving training, problem-solving and self-monitoring training, or no further training. The beneficial impact of the monitoring training is discussed as evidence of the importance of the monitoring strategy in…
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Elementary School Students
Peer reviewed Peer reviewed
Ford, Mary Jane; And Others – Journal of Computing in Childhood Education, 1993
Compared the effects of using various computer software programs on the attending behavior of children with attention-deficit hyperactive disorder (ADHD). Found that the attention of ADHD children increased while they used software with a game format when animation was not excessive. Other factors affecting nonattending behaviors included the…
Descriptors: Attention Deficit Disorders, Attention Span, Comparative Analysis, Computer Games
Mayland, Valen – 1990
These materials are intended to be used with the computer program "Where in the U.S.A. is Carmen Sandiego?" to help students learn about U.S. geography and databases. The activities described involve students pursuing criminals throughout the United States, following clues about the location, and identifying the criminals. The activities…
Descriptors: Computer Games, Computer Software, Computer Uses in Education, Educational Resources
McMullen, David W. – 1987
This study investigated the effect of informational, drill, and game format computer-assisted instruction (CAI) on the achievement, retention, and attitude toward instruction of sixth-grade science students (N=37). An informational CAI lesson on Halley's Comet was administered to three randomly selected groups of sixth-grade students. A CAI drill…
Descriptors: Academic Achievement, Analysis of Variance, Computer Assisted Instruction, Computer Games
Peer reviewed Peer reviewed
Chappell, Kelly K. – Journal of Educational Computing Research, 1997
Describes two studies that investigated the impact of three features of educational software (aggressive distracters, competition, and underrepresentation of female characters) on girls' attitudes toward software. Results of studies with sixth- and and seventh-grade female mathematics students are discussed based on the Computer Game Attitude…
Descriptors: Analysis of Variance, Competition, Computer Attitudes, Computer Games
Ponte, Joao Pedro; And Others – 1991
This collection of case studies of classroom experiences in middle and secondary schools throughout the European Community describes the use of computers in mathematics education. The 16 studies are organized in four main groups: (1) experience in geometry using educational software and Logo in grades 5-10; (2) arithmetic number concepts,…
Descriptors: Case Studies, Computer Assisted Instruction, Computer Games, Computer Simulation
Grabe, Mark; Dosmann, Mark – Journal of Computer-Based Instruction, 1988
Considers the instructional potential of computer adventure games to develop text-processing skills. Design improvements to increase metacognitive skills are discussed, a prototype adventure game utilizing intact prose is described, and a study using the game with sixth-grade readers of varying ability is reported. (LRW)
Descriptors: Ability Grouping, Analysis of Variance, Computer Games, Connected Discourse
Peer reviewed Peer reviewed
Malouf, David B. – Journal of Special Education, 1988
Learning-disabled sixth through eighth grade students (n=25) received vocabulary instruction involving matching negation prefixes to root words. The students used an instructional computer game or a computer program that operated identically but without game features. Both programs produced equal gains in task skill, but the game produced higher…
Descriptors: Achievement Gains, Comparative Analysis, Computer Games, Courseware
Previous Page | Next Page ยป
Pages: 1  |  2