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Okan, Zuhal – British Journal of Educational Technology, 2003
This article begins with a definition of "edutainment," a hybrid genre that relies heavily on visual material, on narrative or game-like formats, and on more informal, less didactic styles of address. It examines what technology and education entail. Discussion then focuses on a critique of problems with edutainment, drawing on the…
Descriptors: Academic Achievement, Computer Games, Computer Software, Educational Psychology
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Ediger, Marlow – Journal of Computers in Mathematics and Science Teaching, 1989
Discusses uses of the microcomputer in elementary mathematics education. Included are: (1) drill; (2) practice; (3) problem solving; and (4) games. (YP)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Computer Uses in Education
Freyd, Pamela – Media and Methods, 1989
Discusses characteristics of software that teachers should consider when selecting software, and reviews programs of good quality for use in elementary and/or secondary classes. Instructional design considerations and the amount of time required for a program are discussed, and games, tutorials, simulations, and drill and practice software are…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software Reviews
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Williams, Sue Winkle; Ogletree, Shirley Matile – Early Childhood Research Quarterly, 1992
Investigated sex differences in preschoolers' computer interest and computer competence. There was little evidence for greater male interest and competence; in fact, there were no sex differences in computer competence. Boys viewed the computer as male-oriented, and girls viewed it as female-oriented. (GLR)
Descriptors: Age Differences, Childhood Interests, Competence, Computer Games
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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
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Breen, Catherine G.; Haring, Thomas G. – Journal of Applied Behavior Analysis, 1991
The interactions of three dyads, consisting of one student with moderate mental retardation and one nondisabled peer, were assessed while playing computer games. Results indicated that students (ages 13-14) exhibited more frequent social initiations, higher degrees of game satisfaction, and equal/higher degrees of peer satisfaction while playing…
Descriptors: Competence, Computer Games, Context Effect, Interaction
Cesarone, Bernard – 1998
This Digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The Digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders played at least one…
Descriptors: Adolescents, Aggression, Children, 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
Littleton, Karen; And Others – 1993
Whether gender differences in performance using computer software are due to sex stereotyping or gender differentiation in the programs was investigated in two studies. An adventure game, "King and Crown," with all male characters, and a gender neutral game, "Honeybears," were played by 26 female and 26 male 11- and…
Descriptors: Ability, Computer Assisted Instruction, Computer Games, Computer Software
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
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Mohamedali, M. H.; And Others – Journal of Computer Assisted Learning, 1987
Presents results of a survey of British secondary school students which was conducted to obtain information about microcomputer use both in school and at home. Highlights include gender differences, students' attitudes toward computers, experience with computers, assessment of programming ability, and characteristics of competent programmers. (LRW)
Descriptors: Ability Identification, Computer Assisted Instruction, Computer Games, Developed Nations
Downes, Toni; Reddacliff, Cathy; Moont, Sue – 1995
This study examined how children, drawn from K-6 grades in 3 primary schools in southwest Sydney, use computers in their homes and the physical and social environments within which they use them. Key issues explored were diversity of access, range of uses, and factors which influence use, including gender, age, and parental and sibling role…
Descriptors: Access to Computers, Childhood Attitudes, Children, Computer Games
Din, Feng S.; Caleo, Josephine – 2000
This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…
Descriptors: Academic Achievement, Black Students, Comparative Analysis, Computer Assisted Instruction
Di Blas, Nicoletta; Paolini, Paolo; Hazan, Susan – 2003
Shared virtual worlds are innovative applications where several users, represented by Avatars, simultaneously access via Internet a 3D space. Users cooperate through interaction with the environment and with each other, manipulating objects and chatting as they go. Apart from in the well documented online action games industry, now often played…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Mediated Communication, Cooperative Programs
Cesarone, Bernard – 2000
This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…
Descriptors: Adolescents, Aggression, Children, Computer Games
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