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Mayer, Richard E.; Schustack, Miriam W.; Blanton, William E. – Educational Technology, 1999
Examines what children learn from using educational technology in an informal, collaborative environment. Explores how mastering educational computer programs can promote problem-solving transfer. Studies at three after-school computer clubs reveal children who use educational software may learn content knowledge about computer literacy,…
Descriptors: After School Programs, Children, Computer Games, Computer Literacy
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Buckingham, David – English in Education, 1999
Offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. Argues that public debates on this issue have "veered from utopian hype to moral panic." Provides accounts of previous research on children's engagement with computer games and creative use of multimedia in the home. (CR)
Descriptors: Computer Games, Computer Uses in Education, Elementary Secondary Education, Learning Strategies
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Smith, Kimberley Robles – Reference & User Services Quarterly, 2000
Examines Web sites that are popular among college students to help understand what they expect of library research and online systems. Highlights include entertainment sites, including chat rooms and games; shopping; current topics; services; and library issues, including providing access and help, collection development, and organizing Web…
Descriptors: Academic Libraries, Access to Information, Computer Games, Computer Uses in Education
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Yelland, Nicola; Lloyd, Margaret – Information Technology in Childhood Education Annual, 2001
Investigated fifth-, sixth-, and seventh-graders' ownership of, use of, and attitudes toward computer and video games. Found that more boys than girls owned and used video games, and found gender differences in preferred games. Students enjoyed video and computer games, along with a variety of other activities. (JPB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Uses in Education, Curriculum Development
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Peachey, Paul; Jones, Paul; Jones, Amanda – Electronic Journal of e-Learning, 2006
This paper presents an empirical study involving initiatives that encouraged students to log onto online courses in entrepreneurship delivered by the University of Glamorgan. The aim of the research was to explore items of interest to the online students that may increase participation in the forums and hence potentially enhanced engagement with…
Descriptors: Student Participation, Student Motivation, Motivation Techniques, Online Courses
Williamson, Mary – 1997
The QuiltSpace Builder enables Microsoft's multimedia encyclopedia "Encarta" to "fit" into an established home or institutional learning environment so that "Encarta" can be used for productive research. Early observations of the difficulties encountered by Encarta users, coupled with a survey of presently available…
Descriptors: Computer Games, Computer Interfaces, Computer Networks, Computer Software
Anderson, Cindy, Ed. – CompuKids, 1996
This document consists of the 1996 issues of CompuKids, a bimonthly publication designed to assist children and their parents and teachers in getting the most out of using computers. The publication includes descriptions of available software, tips on hardware, and adaptations for Macintosh and IBM/Windows products. Regular features include: (1)…
Descriptors: Children, Childrens Writing, Computer Games, Computer Literacy
Bezard, M.; Bourguignon, C. – 1994
This overview of available technologies and how they can be used in teaching languages is divided into three sections. The first, "Multimedia Inputs," examines digitized multimedia tools and their role in language courses, electronic books, encyclopedias and dictionaries, and games, and takes a closer look at "unimedia"…
Descriptors: Audiovisual Aids, Computer Assisted Instruction, Computer Games, Courseware
Hogle, Jan G. – 1996
Use of educational games to supplement traditional classroom lectures is purported by some researchers to increase interest, motivation, and retention, as well as to improve higher order thinking and reasoning skills. This paper reviews proposed benefits of using games as cognitive tools, and discusses the complexities of assessing those benefits.…
Descriptors: Active Learning, Computer Games, Computer Simulation, Critical Thinking
Provenzo, Eugene F., Jr. – 1996
This book provides basic information and answers to help guide educators in developing an effective and meaningful educational computing program. Throughout the book appear boxed definitions pertinent to the text, examples of useful products, and necessary contact information. The guide includes the following sections: (1)…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computer Games, Computer Networks
Fenichel, Emily, Ed. – Zero to Three, 2001
"Zero to Three" is a single-focus bulletin of the National Center for Infants, Toddlers, and Families providing insight from multiple disciplines on the development of infants, toddlers, and their families. Noting that America's babies and toddlers live in a world full of television sets, VCRs, computers, videogames, and interactive…
Descriptors: Assistive Technology, Cognitive Development, Computer Games, Computers
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Dorman, Steve M. – Journal of School Health, 1997
Video and computer games have assumed a prominent role in the culture of U.S. children and adolescents. The paper examines the health effects of these games, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators. (SM)
Descriptors: Child Health, Computer Games, Elementary School Students, Elementary Secondary Education
Stewart, Kelly Michael – Journal of Instruction Delivery Systems, 1997
Explores elements of game design: entertainment, fantasy, nonthreatening reality, objectives, rules, opposition, hazards, outcomes; a rationale for using games in courseware; advantages of World Wide Web Instructional gaming: asynchronous learning opportunities, process data gathering, real-time interaction across geographically dispersed…
Descriptors: Class Activities, Competition, Computer Assisted Instruction, Computer Games
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Bahr, Christine M.; Rieth, Herbert J. – Computers in the Schools, 1989
Discussion of the use of microcomputers by special education students highlights a study that compared the effects of a drill and practice program with an instructional computer game on the acquisition of multiplication skills among junior high and high school learning disabled students. (22 references) (LRW)
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games
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Fong, Ho-Kheong – Computers and Education, 1989
Presents an alternative model for using the computer as an aid in teaching mathematics. Highlights include a mathematics teaching model; computer software for drill and practice, tutorials, simulation, games, and computer managed instruction; integrating computers into the mathematics curriculum; and examples of computer activities for…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Managed Instruction, Computer Simulation
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