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Strawn, Candace A. – Learning & Leading with Technology, 1998
Describes LOGO's turtle graphics capabilities based on a sixth-grade classroom's activities with negative numbers and Logo programming. A sidebar explains LOGO and offers suggestions to teachers for using LOGO effectively. (LRW)
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Uses in Education, Grade 6
Clark, Janis H. – Learning & Leading with Technology, 1996
Presents guidelines for student hypermedia projects that are based on experiences at the Singapore American Middle School. Topics include integrating technology into the curriculum; and the need for setting standards regarding content and design, including supplying references for sound and graphics sources. (LRW)
Descriptors: Citations (References), Computer Graphics, Computer Uses in Education, Curriculum Development
Reissman, Rose – Learning & Leading with Technology, 1996
Discusses the use of fortune cookie fortunes in a middle school class combined with computer graphics, desktop publishing, and word processing technology to create writing assignments, games, and discussions. Topics include cultural contexts, and students creating their own fortunes. (LRW)
Descriptors: Chinese Culture, Computer Graphics, Computer Uses in Education, Cultural Context
Reissman, Rose – Learning & Leading with Technology, 1998
Describes how grade 3-8 inner-city students created multimedia, multicultural dictionaries. Highlights student reflections on the project using Kid Pix software, and their ideas for future uses for the dictionaries. Argues that technology-driven lexicography can serve as a catalyst for engaging students. (PEN)
Descriptors: Active Learning, Computer Graphics, Computer Uses in Education, Cultural Pluralism
Cross, Linda – Learning & Leading with Technology, 1995
Describes an eighth grade computer literacy course in which students used spreadsheet programs to illustrate statistics for classroom presentations. Discusses the use of color and animation in graphs, and the value of active participation using technology to increase student motivation, retention, and self-expression. (AEF)
Descriptors: Animation, Class Activities, Color, Computer Graphics