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Hively, Wells – Popular Computing, 1984
Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…
Descriptors: Computer Programs, Educational Games, Elementary Education, Instructional Materials

Dugdale, Sharon – Mathematics Teacher, 1982
The development and use of an activity that uses the computer's unique capabilities to provide students with a relevant and highly motivating experience with the graphing of equations is outlined. The activity, called "Green Globs," illustrates the potential of developing new environments for learning on computers. (MP)
Descriptors: Computer Programs, Educational Games, Graphs, Learning Activities
Kuechle, Nancy – Classroom Computer Learning, 1984
Presents four teaching activities including: creating sculptures from computer-related items; debugging approach for TRS-80; LOGO parallelograms; and flowcharting techniques. Includes an article ("BASIC Adventures") by Nancy Kuechle focusing on essential commands in creating interactive adventure programs. (JN)
Descriptors: Computer Programs, Computer Science Education, Educational Games, Elementary Secondary Education

Grundy, Shirley – Interchange, 1991
Australian researchers examined a computer adventure game's potential to provide worthwhile learning experiences by videotaping elementary students at play. Results indicated students learned about computers, read, had fun, and solved problems, but the game did not meet specified criteria for a worthwhile educational experience. (SM)
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Elementary Education

Goles, Gordon G. – Journal of Computers in Mathematics and Science Teaching, 1982
Microcomputer simulation games are discussed and are viewed as being of the same nature as traditional imitation and role-playing activities. Some aspects of six commercially available games that could be used in computer assisted instruction (CAI) are reviewed. All examples chosen were among those thought to emphasize positive attitudes. (MP)
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Elementary Secondary Education
Watt, Dan – Popular Computing, 1983
Discusses the potential of the new state of computer games designed to provide learning through play for young children and points out several attributes that make a game pedagogically sound. Advice to parents on how to choose educational software is included. (EAO)
Descriptors: Children, Computer Programs, Creative Thinking, Educational Games
Widmer, Connie Carroll – 1984
This paper discusses the types of computer software that are most effective in a classroom. Detailed descriptions are given of: (1) drill and practice programs; (2) tutorials; (3) simulations; and (4) games and problem-solving software. The effectiveness of each is discussed as well as the characteristics of a good program of its genre. An example…
Descriptors: Computer Assisted Instruction, Courseware, Educational Games, Elementary Secondary Education

Moser, Louise E. – Computers and Education, 1983
Describes a package of computer programs developed to implement an oil exploration game that gives undergraduate students practical experience in applying theoretical principles of petroleum geology. The programs facilitate management of the game by the instructor and enhance the learning experience. (Author/MBR)
Descriptors: Computer Assisted Instruction, Computer Programs, Computer Simulation, Educational Games
Hines, Sandra N. – Educational Computer, 1983
Describes a study conducted with six pupils using Apple II Plus microcomputers and LOGO to determine whether five year olds can perform simple computer programing. This report describes the introductory educational games and activities, the pre- and posttests, some general findings, and possible implications for the teaching of problem-solving…
Descriptors: Computer Graphics, Early Childhood Education, Educational Games, Instructional Materials
Levin, James A. – 1981
Computers in non-school settings, educational computer games, and education without schools are the primary topics covered in this three-section paper. The first section describes the use of personal computers in two different, non-school environments: the home and computer clubs. A "diary study" by Yaakov Kareev is summarized, in which…
Descriptors: Clubs, Computer Software, Discovery Learning, Educational Games

Slesnick, Twila – Simulation and Games, 1983
Describes a computer curriculum for 7- to 12-year-old children which is designed to integrate the computer into multiple subject areas and stimulate the development and sharpening of critical-thinking skills. The course is divided into eight conceptual units, each containing educational computer games or simulations and some related off-line…
Descriptors: Computer Assisted Instruction, Computer Literacy, Critical Thinking, Discovery Learning
Tinker, Robert F. – Classroom Computer News, 1983
Describes seven styles of software designed to improve mathematics and science learning: (1) microworlds, (2) educational games, (3) microcomputer-based instrumentation, (4) databases, (5) tools, (6) languages, and (7) simulations. A list of recommended science and mathematics software is presented with suggestions for further areas for software…
Descriptors: Computer Assisted Instruction, Computer Programs, Educational Games, Educational Technology
Kee, Daniel W. – 1981
The use of hand-held electronic devices and microcomputers in places of public access and in the home are discussed. First, the different activities supported by this technology are described, with emphasis on the commonality of game playing to both hand-held devices and microcomputers. The need for research to investigate the motivational…
Descriptors: Childhood Interests, Childrens Games, Cognitive Processes, Educational Games