NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,341 to 2,355 of 2,593 results Save | Export
Peer reviewed Peer reviewed
Burkhard, 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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
McAlpine, Lynn – TESL Canada Journal, 1988
Rationalizes using software not designed for English as a second language (ESL) instruction for such application. Criteria for evaluating such software are identified, and some general software that seem to have potential ESL applications are listed. (CB)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, English (Second Language)
Peer reviewed Peer reviewed
Scriven, Michael – Peabody Journal of Education, 1986
At present computers in schools are misconceived; they are better conceptualized as a source of energy. The energy metaphor is applied to three categories of functions associated with computers in schools: curriculum functions, teaching functions, and learning functions. (IAH)
Descriptors: Computer Games, Computer Uses in Education, Curriculum Development, Elementary Secondary Education
Peer reviewed Peer reviewed
Feldt, Allan G. – Simulation & Gaming, 1995
Recounts personal experiences in the design of simulations/gaming for city development and planning. Notes early games and describes the development of three land use and city growth games. Discusses revisions, conference demonstrations of the games, and collaborative efforts. (AEF)
Descriptors: Computer Games, Computer Simulation, Computer Software Development, Land Use
Peer reviewed Peer reviewed
Cornell, Richard; And Others – Educational Media International, 1994
Examines the connection between symptoms commonly related to severe mental illness in individuals, and compares it to the presence of potential "psychic triggers" identified as attributes found in the design and use of virtual reality. (Author/AEF)
Descriptors: Artificial Intelligence, Computer Games, Computer Interfaces, Computer System Design
Peer reviewed Peer reviewed
McClurg, Patricia A. – Journal of Computing in Childhood Education, 1992
Investigated the effect of computer programs that require the use of spatial skills on third and fourth graders' spatial ability. Students who used a software program that required rotation of objects scored better than other students on a measure of figural classification, but not on a measure of object rotation. (BC)
Descriptors: Computer Games, Elementary Education, Elementary School Students, Longitudinal Studies
Peer reviewed Peer reviewed
Utsumi, Takeshi; Mogalhaes, Maria Rosa Abreu – Educational Media International, 1993
Describes accomplishments of the Global Systems Analysis and Simulation (GLOSAS) project from 1973 to the present, including a system for global peace gaming. The capabilities of interactive multimedia to link people across political and geographic boundaries for joint study, debate, research, planetary problem solving, and political action are…
Descriptors: Computer Games, Computer Networks, Computer Simulation, Foreign Countries
Peer reviewed Peer reviewed
Mergen, A. Erhan; Pray, Thomas F. – Simulation & Gaming, 1992
Reviews the development and the principal elements of total quality management (TQM) and demonstrates methods for introducing some of the key elements into a strategy-oriented business simulation game that can be used to teach future managers. Topics discussed include increased focus on the customer; continuous improvement; and competitive…
Descriptors: Administrator Education, Algorithms, Computer Games, Computer Simulation
Allen, Denise – Teaching Pre K-8, 1993
Reviews five CD-ROM products: (1) "Our Earth," part of the National Geographic Wonders of Learning series; (2) "New Grolier Multimedia Encyclopedia"; (3) "The Lost Tribe," a simulation game where players lead a prehistoric people to a new homeland; (4) "PilgrimQuest," a simulation game recreating the settlement of Massachusetts in the 1620s; and…
Descriptors: Computer Games, Computer Software, Computer Software Reviews, Computer Software Selection
Peer reviewed Peer reviewed
Funk, Jeanne B.; Flores, Geysa; Buchman, Debra; Germann, Julie N. – Youth & Society, 1999
Compared commercial ratings of electronic games with ratings by 201 fourth graders. There was general agreement for games with obviously nonviolent or very violent content, but much more disagreement about the violence in cartoon-type games. Recommends including consumer perceptions in a rating system. (SLD)
Descriptors: Cartoons, Computer Games, Consumer Protection, Elementary School Students
Peer reviewed Peer reviewed
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Research and Development, Web Sites, Educational Technology, Technology Uses in Education
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
Peer reviewed Peer reviewed
Direct linkDirect link
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
Pages: 1  |  ...  |  153  |  154  |  155  |  156  |  157  |  158  |  159  |  160  |  161  |  ...  |  173