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Herselman, M. E. – South African Journal of Higher Education, 2000
Explored the role computer games can play in providing learning opportunities for resource-deprived students. After exposure to the games as individuals and in groups, the English as a Second Language (ESL) proficiency of resource-deprived learners showed great improvement. (EV)
Descriptors: College Students, Computer Games, Computer Uses in Education, Educationally Disadvantaged
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
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Kurz, Terri L.; Middleton, James A.; Yanik, H. Bahadir – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2005
The potential to use mathematics software to enhance student thinking and development is discussed and a taxonomy of software categories is outlined in this paper. Briefly, there are five categories of tool-based mathematics software that can be used fruitfully in a mathematics curriculum: (a) review and practice, (b) general, (c) specific, (d)…
Descriptors: Mathematics Instruction, Computer Software, Technology Uses in Education, Educational Technology
Brandt, Richard C. – 1988
The Computer-Based Memorization System (CBMS), which specifies the facts that students are to know and how well the facts are to be known, uses a compiled form of an associative network for its knowledge database. (An associative network is a knowledge representation that uses associations for its basic representation of knowledge.) The CBMS…
Descriptors: Authoring Aids (Programing), Computer Games, Computer Graphics, Computer System Design
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
Kirk, James J. – 2001
Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…
Descriptors: Childrens Games, Computer Games, Computer Simulation, Educational Games
Sauer, Sebastian; Gobel, Stefan – 2003
With regard to the acceptance of human-computer interfaces, immersion represents one of the most important methods for attracting young visitors into museum exhibitions. Exciting and diversely presented content as well as intuitive, natural and human-like interfaces are indispensable to bind users to an interactive system with real and digital…
Descriptors: Children, Computer Games, Computer Interfaces, Computer System Design
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Griffiths, Mark – Youth & Society, 1997
Surveyed 147 11-year-olds about their reasons for playing computer games. Most played for fun, for a challenge, and because their friends did. For most adolescents, computer game playing is a fairly absorbing and harmless activity, but for a few it poses problems when game playing consumes too much time. (SLD)
Descriptors: Childrens Games, Computer Games, Early Adolescents, Elementary Secondary Education
Recker, Mimi – Educational Technology Review, 1997
Examines assumptions underlying claims regarding educational technology, and as an alternative presents a framework which integrates a bottom-up view of information technology usage and a top-down view of education. Delivery of educational materials, media, computational activities including simulations and computer games, interactivity,…
Descriptors: Appropriate Technology, Computer Games, Computer Simulation, Delivery Systems
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Cheung, Derek; Siu, Brian – Electronic Library, 2002
Describes a prototype computer interaction with primary school students in Hong Kong that uses Image Map Technology in English and Chinese. Discusses possible enhancements by comparisons with games on other Web sites and considers management issues including hardware, software, user training, and funding. (Author/LRW)
Descriptors: Chinese, Comparative Analysis, Computer Games, Computer Selection
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Stasz, Clarice Stoll – Simulation & Gaming, 1995
Describes the origination of the journal, "Simulation & Games" as an outgrowth of the Academic Games Project at Johns Hopkins University in the late 1960s. The Project developed simulation games, pretested them, performed teacher training, and compared the effects with traditional pedagogy. Discusses the planning and implementation…
Descriptors: Computer Games, Computer Simulation, Interdisciplinary Approach, Nontraditional Education
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Miller-Lachmann, Lyn; And Others – MultiCultural Review, 1995
Describes and evaluates seven computer simulation games that help students learn about United States history, geography, and other cultural groups living in the United States. These simulations help students learn by having them experience life as an explorer of an unknown land that is now part of the United States. Program evaluations are…
Descriptors: Computer Games, Computer Simulation, Cultural Awareness, Elementary Education
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Daniels, Linda E.; And Others – Infant-Toddler Intervention: The Transdisciplinary Journal, 1995
This study examined effects of simple switch-activated toy use and switch-activated computer program use with two children (ages 2 and 3) with severe and profound disabilities. Highest independent switch activation, orientation to the stimulus, and attention to the stimulus were found for both subjects when both the computer programs and the toys…
Descriptors: Assistive Devices (for Disabled), Attention Control, Computer Assisted Instruction, Computer Games
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Williamson, J. David; Ginther, Dean W. – Journal of Computing in Childhood Education, 1992
An experimental group of fourth and fifth graders received training in Logo computer programming. This group and a control group that did not receive training completed a posttest that involved drawing of designs. No differences were found in posttest design production between the groups. (LB)
Descriptors: Computer Games, Computer Uses in Education, Elementary School Students, Grade 4
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Michaels, James W. – Youth and Society, 1993
The environment of commercial video game parlors and determinants of their use were studied through interviews with three parlor managers and informal observation. Environment varies considerably across parlors, and parlor traffic is found to be a function of temporal and ecological variables. (SLD)
Descriptors: Administrators, Adolescents, Children, Computer Games
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