Descriptor
Computer Games | 5 |
Programing Languages | 5 |
Computer Software | 4 |
Microcomputers | 3 |
Programing | 3 |
Artificial Intelligence | 1 |
Case Studies | 1 |
College Freshmen | 1 |
Computer Assisted Instruction | 1 |
Computer Graphics | 1 |
Computer Literacy | 1 |
More ▼ |
Author
Burkhard, Donald L. | 1 |
Gelman, Michael A. | 1 |
Ginther, Dean W. | 1 |
Harrington, Jan L. | 1 |
Muir, Michael | 1 |
Watson, Hugh J. | 1 |
Williamson, J. David | 1 |
Publication Type
Journal Articles | 3 |
Computer Programs | 2 |
Reports - Research | 2 |
Guides - Classroom - Learner | 1 |
Guides - Non-Classroom | 1 |
Reports - Descriptive | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Practitioners | 1 |
Students | 1 |
Teachers | 1 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Gelman, Michael A. – 1988
This paper lists the commands for three programs in Logo: Peppy and the Maze, Caterpillars and Butterflies, and the Robot Arm. (EW)
Descriptors: Computer Games, Computer Graphics, Computer Software, Junior High Schools

Burkhard, Donald L.; Watson, Hugh J. – Simulation and Games, 1989
Discussion of the impact of microcomputers on gaming focuses on converting a mainframe-based game to a microcomputer. Software, hardware, and documentation are considered, and a case study is presented that describes the conversion of a mainframe-based management game--the Credit Union Management Game--to a microcomputer. (11 references) (LRW)
Descriptors: Case Studies, Computer Games, Computer Printers, Computer Software
Muir, Michael – 1990
Intended for learners with a basic familiarity with the Logo programming language, this manual is designed to introduce them to artificial intelligence and enhance their programming capabilities. Nine chapters discuss the following features of Logo: (1) MAZE.MASTER, a look at robots and how sensors make machines aware of their environment; (2)…
Descriptors: Artificial Intelligence, Computer Games, Computer Software, Educational Strategies

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
Harrington, Jan L. – Collegiate Microcomputer, 1990
Examines data concerning computer literacy of incoming freshmen at Bentley College and discusses changes that are emerging in their computer backgrounds. High school computing resources are discussed; programing languages taught are examined; student experiences with computers and programing, drill and practice, games, and software are described;…
Descriptors: College Freshmen, Computer Assisted Instruction, Computer Games, Computer Literacy