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Haugland, Susan – Early Childhood Education Journal, 1998
Presents a list of educational computer software rated developmentally appropriate and without social bias for young children in two age groups: 3-7 and 8-12 years old. Presents overviews of the best software in each category, and includes contact numbers and World Wide Web addresses for the publishers. (JPB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Developmentally Appropriate Practices
Brandt, Richard C.; Davis, Bradley N. – 1988
CBESS (Computer-Based Educational Software System) is a set of 22 programs addressing authoring, instructional delivery, and instructional management. The programs are divided into five groups: (1) Computer-Based Memorization System (CBMS), which helps students acquire and maintain declarative (factual) knowledge (11 programs); (2) Language Skills…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Games, Computer Graphics
Bethke, Dee; And Others – 1988
This document provides a composite index of the first five sets of software annotations produced by Project SEED. The software has been indexed by title, subject area, and grade level, and it covers sets of annotations distributed in September 1986, April 1987, September 1987, November 1987, and February 1988. The date column in the index…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Computer Software Reviews
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
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Asakawa, Tasia; Gilbert, Nigel – Simulation & Gaming, 2003
Draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M ames. These types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology
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Shubik, Martin – Simulation and Games, 1989
Discusses the history and development of gaming and suggests possible future developments. Highlights include models, simulations, and games; the use of games in the military, in social sciences, in business, and in education; the impact of computers on gaming; and the relationship among gaming, game theory, and social psychology. (LRW)
Descriptors: Computer Games, Educational Games, Futures (of Society), Game Theory
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Horn, Robert E. – Simulation & Gaming, 1995
"The Guide to Simulations/Games for Education and Training" was the authoritative reference book for the field from 1970 to 1985. Describes technological developments and changes in the field and the four editions that were created as a result of those changes. (AEF)
Descriptors: Change, Computer Games, Computer Simulation, Educational Technology
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Thomas, Peter; Macredie, Robert – Educational and Training Technology International, 1994
Discusses the relevance of computer games to the design of computer-based training materials. Highlights include intrinsic motivation and computer-based games; the cultural distinction between work and recreation; the transient motivational effect of games; the differences in use of computer systems; hypermedia authoring systems; and virtual…
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Games, Computer Software Development
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Corbeil, Pierre – Simulation & Gaming, 1999
Suggests that adult games and children's games are not different entities but constitute a continuous spectrum, whether they are considered as play or learning. Illustrates how this continuity works with examples of real gaming activity observed during 30 years of teaching and experimentation. Concludes with practical considerations on the use of…
Descriptors: Adults, Childrens Games, Computer Games, Educational Games
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Metcalf, Karen K.; Barlow, Amy; Hudson, Lisa; Jones, Elizabeth; Lyons, Dennis; Piersall, James; Munfus, Laureen – Journal of Interactive Instruction Development, 1998
Provides guidelines on how to adapt common games such as checkers, tic tac toe, obstacle courses, and memory joggers into interactive games in multimedia courseware. Emphasizes creating generic games that can be recycled and used for multiple topics to save development time and keep costs low. Discusses topic themes, game structure, and…
Descriptors: Computer Games, Computer Software Development, Computer Uses in Education, Cost Effectiveness
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Corbeil, Pierre – History Computer Review, 1999
Considers what computers contribute to the work of historians, and of history teachers, that is specific to the nature of computers and cannot be accomplished by other tools available to historians today. Suggests that simulation games and databases be used to reduce the historian's unspoken biases when examining the conditions of historical…
Descriptors: Computer Attitudes, Computer Games, Computer Simulation, Computer Uses in Education
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Mumtaz, Shazia – Computers & Education, 2001
Describes a study of elementary school children that examined computer use in the home and at school. Highlights include frequency of activities; playing games on home computers; word processing at school; gender differences; and negative impact of school use of computers and positive impact of home computer use on attitudes toward computers. (LRW)
Descriptors: Computer Assisted Instruction, Computer Attitudes, Computer Games, Elementary Education
Olney, Marjorie F. – 1995
This study asked whether nine adolescent and adult facilitated communication users with autism could, in a facilitator-blind condition, respond accurately to stimuli presented on a computer screen, thus demonstrating that they are the sole authors of their communication. A time and task sampling method was used, in which various communication…
Descriptors: Adolescents, Adults, Augmentative and Alternative Communication, Autism
Dempsey, John V.; And Others – 1996
Games have long been used as instructional tools, but actual research examining that concept has been sparse. Increased sophistication and lower cost in hardware and software for personal computers has created a budding movement to incorporate computer games into learning environments. This paper discusses criteria for selecting an instructional…
Descriptors: Cognitive Style, Computer Games, Computer Simulation, Computer Software
Bundesen, Lynne; And Others – 1997
This book presents 101 computer activities and projects geared toward children and adults. The activities for both personal computers (PCs) and Macintosh were developed on the Windows 95 computer operating system, but they are adaptable to non-Windows personal computers as well. The book is divided into two parts. The first part provides an…
Descriptors: Adults, Art Activities, Children, Citizen Participation
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