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Kurt, Serhat – Computers in the Schools, 2012
A WebQuest is an inquiry-based online learning technique. This technique has been widely adopted in K-16 education. Therefore, it is important that conditions of effective WebQuest design are defined. Through this article the author presents techniques for improving WebQuest design based on current research. More specifically, the author analyzes…
Descriptors: Literature Reviews, Performance Factors, Online Courses, Electronic Learning
Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2012
While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…
Descriptors: Games, Pedagogical Content Knowledge, Educational Games, Computer Uses in Education
Lieberman, Debra A.; Fisk, Maria Chesley; Biely, Erica – Computers in the Schools, 2009
Young children ages 3 to 6 play a wide range of digital games, which are now available on large screens, handheld screens, electronic learning systems, and electronic toys, and their time spent with games is growing. This article examines effects of digital games and how they could be designed to best serve children's needs. A small body of…
Descriptors: Play, Young Children, Educational Games, Video Games

Wilson, Janetta A. – Computers in the Schools, 1991
Discusses design of microcomputer workstations for children. Dimensions for seating and worksurface are suggested for ages 6-8 and 9-11, and these dimensions are compared to adult standards. Several drawings and tables are used to present the design specifications. (nine references) (MES)
Descriptors: Children, Classroom Furniture, Computer Centers, Design Requirements

Northrup, Pamela T.; Rasmussen, Karen – Computers in the Schools, 2001
Discusses the design of high quality Web-based online programs for higher education distance learning courses using the framework of grounded design. Uses an example of a graduate instructional technology course to focus on five areas of design decisions that best facilitate learning outcomes: psychological, pedagogical, technical, cultural, and…
Descriptors: Cultural Influences, Design Requirements, Distance Education, Educational Technology