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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
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Papastergiou, Marina – Computers & Education, 2009
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…
Descriptors: Questionnaires, Computer Science Education, Females, Program Effectiveness
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Slocombe, Will; Price, Chris – E-Learning, 2008
Computer games are increasingly being considered as a means of promoting learning, especially the use of commercial off-the-shelf (COTS) games in the classroom. This article extends this idea by proposing an innovative method of fostering interdisciplinary collaboration through the design of computer games. The game to be developed, "On the…
Descriptors: Educational Games, Computers, Design, Interdisciplinary Approach
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Sindre, G.; Natvig, L.; Jahre, M. – IEEE Transactions on Education, 2009
The question/answer-based computer game "Age of Computers" was introduced to replace traditional weekly paper exercises in a course in computer fundamentals in 2003. Questionnaire evaluations and observation of student behavior have indicated that the students found the game more motivating than paper exercises and that a majority of the…
Descriptors: Foreign Countries, Educational Games, Computers, Games
Association for Educational Data Systems, Washington, DC. – 1971
In this introductory pamphlet, computers are defined, and the main components of a computer system (input, storage or memory, control, arithmetic logic, and output), the language of the computer and use of computers in education are discussed. The latter section considers computer science, computer-assisted instruction, programed instruction,…
Descriptors: Computer Assisted Instruction, Computer Science, Computer Science Education, Computers
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Peelle, Howard A. – 1974
The computer programing language APL is used to describe a "learning" game, and the functions developed are generalized to extend to a class of rules. (Author/WH)
Descriptors: Computer Programs, Computer Science, Computers, Educational Games
Baytak, Ahmet – ProQuest LLC, 2009
Among educational researchers and practitioners, there is a growing interest in employing computer games for pedagogical purposes. The present research integrated a technology education class and a science class where 5th graders learned about environmental issues by designing games that involved environmental concepts. The purposes of this study…
Descriptors: Elementary School Science, Environmental Education, Computer Software, Interviews
Kafai, Yasmin B., Ed.; Heeter, Carrie, Ed.; Denner, Jill, Ed.; Sun, Jennifer Y., Ed. – MIT Press (BK), 2008
Ten years after the groundbreaking "From Barbie to Mortal Kombat" highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in "World of…
Descriptors: Foreign Countries, Expertise, Play, Topography
Malone, Thomas W. – Pipeline, 1981
Two questions are examined: (1) What are the features that make computer games so captivating; and (2) How can these features be used to make learning, especially learning with computers, interesting? (MP)
Descriptors: Computer Science, Computers, Educational Games, Educational Technology
Ahl, David H. – 1974
Written for secondary students, this booklet provides an introduction to several computer-related concepts through a set of six classroom games, most of which can be played with little more than a sheet of paper and a pencil. The games are: 1) SECRET CODES--introduction to binary coding, punched cards, and paper tape; 2) GUESS--efficient methods…
Descriptors: Class Activities, Computer Programs, Computer Science Education, Computers
Shubik, Martin – 1971
The main problem in computer gaming research is the initial decision of choosing the type of gaming method to be used. Free-form games lead to exciting open-ended confrontations that generate much information. However, they do not easily lend themselves to analysis because they generate far too much information and their results are seldom…
Descriptors: Computer Science, Computers, Decision Making, Educational Games
Papert, Seymour; Solomon, Cynthia – 1970
Students learned to plan and write complex computer programs by writing a program for playing NIM, a game in which two players alternatively remove one, two, or three sticks from an original pile of 21, with the player taking the last one being the winner. The primary teaching purpose was to develop the idea that a final goal--i.e., winning--could…
Descriptors: Computer Programs, Computer Science Education, Computers, Educational Games
Kimmel, Stephen – Creative Computing, 1981
Several programs deemed good for preschoolers are reviewed, including some that require the child and parent to work the keyboard simultaneously. (MP)
Descriptors: Cognitive Development, Computer Science Education, Computer Software, Computers
Fenichel, Robert R.; Weizenbaum, Joseph – 1971
A collection of articles from "Scientific American" magazine has been put together at this time because the current period in computer science is one of consolidation rather than innovation. A few years ago, computer science was moving so swiftly that even the professional journals were more archival than informative; but today it is…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Science, Computers
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