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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
Peer reviewedBurkhard, 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
Muir, Michael – 1990
Intended for learners with a basic familiarity with the Logo programming language, this manual is designed to introduce them to artificial intelligence and enhance their programming capabilities. Nine chapters discuss the following features of Logo: (1) MAZE.MASTER, a look at robots and how sensors make machines aware of their environment; (2)…
Descriptors: Artificial Intelligence, Computer Games, Computer Software, Educational Strategies
Lundgren, Mary Beth – 1997
Originally written for adult new readers involved in literacy programs, this book is also helpful to those individuals who want a basic book about computers. It uses the carefully controlled vocabulary with which adult new readers are familiar. Chapter 1 addresses the widespread use of computers. Chapter 2 discusses what a computer is and…
Descriptors: Adult Basic Education, Adult Literacy, Computer Games, Computer Literacy
Peer reviewedLivingston, Lori A.; And Others – Journal of Research on Computing in Education, 1992
Describes a study that was conducted to monitor the eye movement behaviors of microcomputer users working with an instructional game under varying color conditions. Eye movement is discussed; the computer software is explained; and implications of the results for further research and for courseware designers are suggested. (21 references) (LRW)
Descriptors: Adult Learning, Color, Computer Assisted Instruction, Computer Games
Snaden, James N.; And Others – 1988
Geographers in the United States rely heavily on microcomputers. They employ microcomputers to enhance three general categories of tasks: word processing and other productivity needs, geographic instruction, and discipline-specific applications. Word processing and desktop publishing continue to be the primary uses of microcomputers by…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software
Peer reviewedEdiger, Marlow – Journal of Computers in Mathematics and Science Teaching, 1989
Discusses uses of the microcomputer in elementary mathematics education. Included are: (1) drill; (2) practice; (3) problem solving; and (4) games. (YP)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Computer Uses in Education
Rhee, Mikyung C.; Bhavnagri, Navaz – 1991
This study investigated social interactions with peers on the part of 4-year-olds who were playing with a computer. Subjects were 18 preschoolers whose interactions were videotaped while they played with a computer for eight 45-minute sessions. Composition, initiation, and form of interaction were coded. Observations about the composition of…
Descriptors: Cognitive Ability, Computer Games, Computer Software, Computer Uses in Education
Buckleitner, Warren – Learning, 1992
Presents ideas to help elementary teachers make the best use of their computer equipment. The article offers suggestions for getting started, scheduling, and selecting and introducing software. Information is included on programs that teach fractions, action art, animal attributes, writing, math, estimation, symmetry, and maps. A resource list is…
Descriptors: Animals, Art Activities, Class Activities, Classroom Environment
Riel, Margaret M.; Levin, James A. – 1985
The controversy over appropriate educational uses of computers is framed along a continuum based on the amount of support provided to the user. Software programs in which the user's role is to respond in a pre-determined structure (program controlled software) anchors one end of the continuum, while software which empowers the user to create new…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Assisted Testing, Computer Games
Ritchie, Donn; Dodge, Bernard – 1992
The reopening of a middle school in San Diego, California, provided a testing ground for a unique collaborative effort between the school faculty, a university department, and Apple Computer Corporation. The desire to infuse technology and cultural awareness across the curriculum led to the development of an interactive "microworld" game…
Descriptors: Computer Games, Computer Simulation, Computer Software Development, Educational Technology
Peer reviewedSong, Xueshu – Journal of Computers in Mathematics and Science Teaching, 1992
Suggests that intuition and visualization are effective methods of introducing engineering principles to pre-engineering students. Describes the development of computer simulation software as part of a "Pre-Engineering College On Disk" course. The computer game helps students visualize the relationship between shell trajectory and its…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software Development


