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Allen, Denise – Teaching PreK-8, 1995
Reviews three examples of classroom-tested multimedia technology. The titles reviewed are "Scrabble,""A to Zap!," and "Brain Quest." Reviews include hardware requirements, price, and children's book titles that can be used to expand on the software's use. (ET)
Descriptors: Computer Games, Computer Software Reviews, Educational Games, Educational Technology
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

Ferrer Sancho, Immaculada; Planes, Monica Valls – Educational Media International, 1995
Describes an interactive computer game developed for secondary school students to promote the teaching of multiculturalism. Discusses contextual difficulties, content, design strategy, prerequisites established by the psychology of education, screen design, and question answering. (AEF)
Descriptors: Computer Assisted Instruction, Computer Games, Computer System Design, Educational Media

Livingston, Lori A. – Journal of Research on Computing in Education, 1991
This study was designed to determine whether differences in performance on a popular instructional gaming package would be observed under differing conditions of color presentation. It was hypothesized that performance would be enhanced under a monochromatic and/or moderately colored condition, and least successful under a multicolored condition.…
Descriptors: Analysis of Variance, Color, Computer Games, Computer Software

Strommen, Erik F. – Journal of Computing in Childhood Education, 1993
Studied 28 pairs of fourth graders using an educational software game under cooperative conditions, in which students played against the computer, and competitive conditions, in which students played against each other. The cooperative environment resulted in more correct answers than the competitive environment. The only strategies related to…
Descriptors: Comparative Analysis, Competition, Computer Games, Computer Uses in Education

Yawn, Barbara P.; Algatt-Bergstrom, Pamela J.; Yawn, Roy A.; Wollan, Peter; Greco, Mark; Gleason, Marie; Markson, Leona – Journal of School Health, 2000
Examined the inclusion of an asthma education space adventure game into fourth-grade classrooms. Pretesting and posttesting indicated that using the game significantly improved students' asthma knowledge in the intervention classroom over the observation period. Knowledge gained was retained over a 4-week period. The addition of physician-led…
Descriptors: Asthma, Comprehensive School Health Education, Computer Games, Computer Uses in Education

Miller, Leslie; And Others – Interpersonal Computing and Technology, 1996
A lack of gender-sensitive computer games exacerbates female disinterest in technology. Girls-only focus groups revealed phenomena that may help software developers awaken girls' enthusiasm for computing. For instance, girls placed a premium on richly textured video and audio, on collaborating rather than competing, on interacting with male…
Descriptors: Computer Attitudes, Computer Games, Computer Simulation, Computer Software Development
Sommer, Ben – English Teachers' Journal (Israel), 1997
Computer games educate painlessly and incidentally, keeping students motivated and interested and enhancing instruction. Such games are particularly appropriate for English-as-a-Second-Language instruction, because they convey the meaning of language both visually and aurally, occupy all channels of the brain, provide a rich context for the…
Descriptors: Computer Assisted Instruction, Computer Games, Creative Teaching, Elementary Secondary Education

Shirinian, Ara – Performance Improvement, 2001
Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…
Descriptors: Computer Games, Computer Interfaces, Design Preferences, Designers

Christopher, Elizabeth M. – Simulation & Gaming, 1999
Compares the advantages and disadvantages of using simulation games as a teaching tool. Describes some tactics to turn disadvantages into advantages, and concludes by describing the role of the game leader as crucial to learning outcomes. (Author/AEF)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Simulation

Pillary, Hitendra; Brownlee, Joanne; Wilss, Lynn – Journal of Research on Computing in Education, 1999
A qualitative approach was used to examine the cognitive processes students engaged in while playing recreational computer games. Participants were 21 high school students. Results indicated that players practiced complex cognitive processes such as interpreting explicit and implicit information, inductive reasoning, metacognitive analysis, and…
Descriptors: Abstract Reasoning, Cognitive Processes, Computer Games, Critical Thinking
Honebein, Peter C.; And Others – 1993
This study is an investigation of how modeling aids learners in developing problem solving skills within a computer learning environment. The task given to the 45 undergraduate and continuing education students serving as subjects, was to solve a crime in the computer game, "Where in Time is Carmen San Diego." Three subject groups…
Descriptors: College Students, Computer Assisted Instruction, Computer Games, Higher Education
Beavis, Catherine – 1999
A study examined the incorporation of computer games into English classrooms, seeking to explore computer games as text, players' engagement with them, literacies needed, and the interchangeability of traditional and newer technology. Subjects were students enrolled in a coeducational private middle school or a state secondary school, and used two…
Descriptors: Classroom Environment, Computer Games, Computer Literacy, Computer Uses in Education
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed. – 2000
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
Descriptors: Aggression, Annotated Bibliographies, Childhood Attitudes, Children

Wolfe, Joseph; Roge, Joseph N. – Simulation & Gaming, 1997
Strategic management has changed dramatically from its beginning in the late 1950s. This study examined and rated eight management business games on their ability to service the field's knowledge domain and its tools and devices. No games were found to provide perfect coverage, indicating the use of complementary course materials was required.…
Descriptors: Business Administration Education, Comparative Analysis, Computer Assisted Instruction, Computer Games