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Swacha, Jakub; Skrzyszewski, Adam; Syslo, Wojciech A. – Informatics in Education, 2010
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present…
Descriptors: Computer Games, Design, Surveys, Attitude Measures
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses
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Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
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Sherrell, Linda; Malasri, Kriangsiri; Mills, David; Thomas, Allen; Greer, James – Journal of Computers in Mathematics and Science Teaching, 2012
From 2004-2007, the University of Memphis carried out the NSF-funded Tri-P-LETS (Three P Learning Environment for Teachers and Students) project to improve local high-school computer science curricula. The project reached a total of 58 classrooms in eleven high schools emphasizing problem solving skills, programming concepts as opposed to syntax,…
Descriptors: Workshops, Inservice Teacher Education, Partnerships in Education, Secondary School Teachers
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Hunter, Elizabeth M.; Jordan, Hope M. – Journal on School Educational Technology, 2009
This paper addresses both the need and benefit of using technology in our K-12 and higher education settings. It also provides suggestions and samples for application of modern technology in schools. Teachers will be challenged to advance their lessons using technology that students are already familiar with and using in their personal lives.…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Interactive Video
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Jordan, Geoff – Simulation & Gaming, 1992
Examines how computer-based simulations can best be exploited for computer-assisted language learning. Three learning environments are discussed: (1) the classroom, (2) a computer lab, and (3) self-access. Various types of computer-based simulations are described, including sports, adventure games, management of resources, and branching stories.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software
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
Adamson, Eadie – 1988
This paper provides guidelines and programming commands for using LogoWriter activity cards in game-writing as a way to develop student programming skills. Suggestions are made for the specific activity cards to use, and solutions are provided for some of the problems that were most frequently encountered by the author's students as they worked on…
Descriptors: Class Activities, Computer Games, Computer Software, Microcomputers
McConnell, Barry A.; McConnell, Nancy J. – Collegiate Microcomputer, 1988
Discussion of the history and development of artificial intelligence (AI) highlights a bibliography of introductory books on various aspects of AI, including AI programing; problem solving; automated reasoning; game playing; natural language; expert systems; machine learning; robotics and vision; critics of AI; and representative software. (LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer Science, Computer Software
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Lahm, Elizabeth A. – Focus on Autism and Other Developmental Disabilities, 1996
This study examined features of software used by 48 preschool special education students. Programs were compared for their effect on engagement, affect, and choice. Findings suggest that children prefer programs with higher interaction requirements, as well as those using animation, sound, and voice features. (Author/PB)
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Games, Computer Software
Skurzynski, Gloria – School Library Journal, 1993
Discusses children's ability to distinguish fantasy from reality in video games and suggests that there is potential for creative innovative software and graphics. Virtual reality is described and compared to books, and learning about all new electronic genres in addition to the best existing ones is advocated. (EAM)
Descriptors: Adolescents, Books, Children, Comparative Analysis
Sánchez, Inmaculada Arnedillo, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the International Conference on Mobile Learning 2013, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, March 14-16, 2013. The Mobile Learning 2013 International Conference seeks to provide a forum for the presentation and discussion of…
Descriptors: Conference Papers, Telecommunications, Technology Uses in Education, Educational Technology
Priest, Simon; Jackson, Lowell – Camping Magazine, 1988
Explains types of computers, components of the computer, and basic computing terminology. Reviews 12 types of software packages. Suggests uses for the computer in a camp setting. (CS)
Descriptors: Camping, Computer Games, Computer Oriented Programs, Computer Science Education
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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
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McAlpine, Lynn – TESL Canada Journal, 1988
Rationalizes using software not designed for English as a second language (ESL) instruction for such application. Criteria for evaluating such software are identified, and some general software that seem to have potential ESL applications are listed. (CB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, English (Second Language)
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