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Stokrocki, Mary; Buckpitt, Marcia – 2000
The paper describes a participant observation study of a 3 week summer art program for Apache middle school students on the White Mountain Reservation. Computer art skills, specifically animation using a menu-driven computer paint program, were the focus of the investigation. Because it was in the context of a summer program, instruction was…
Descriptors: American Indian Education, Apache, Art Education, Computer Attitudes
Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie. – Educational Technology, 2003
Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…
Descriptors: Computer Games, Context Effect, Design Requirements, Educational Games
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Forsyth, Alfred S., Jr.; Lancy, David F. – Computers in the Schools, 1989
Discusses gender differences in student attitudes toward computers and examines software characteristics that may affect gender equity. A study is described that was conducted to examine the computer's potential to teach basic geography concepts to fourth and fifth grade students, as well as to explore possible gender differences. (19 references)…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software, Elementary Education
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MacRae, Cathi Dunn – Voice of Youth Advocates, 1996
Describes a library in Scotland that is specifically for teenagers in an economically depressed area. Highlights include differences from traditional libraries, including noise level, music, snacks, computer games, videos and other media, and subject categories rather than traditional classification systems; and user involvement, including a…
Descriptors: Adolescents, Computer Games, Foreign Countries, Library Services
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Duke, Richard D. – Simulation & Gaming, 1995
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Descriptors: Computer Games, Computer Simulation, Computer System Design, Design Requirements
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Colley, Ann; And Others – Journal of Educational Computing Research, 1995
Investigates stereotypes of male and female undergraduates at Leicester University who had experience with computer programming, word processing, or computer games. The application of 16 personality attributes from a previous study is discussed, and gender differences in the perception of the 3 computer uses are considered. (LRW)
Descriptors: Computer Games, Computer Uses in Education, Foreign Countries, Gender Issues
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Gussin, Lawrence – CD-ROM Professional, 1995
Examines the evolution of multimedia simulation games on floppy disk and CD-ROM, and reviews uses of simulation games for education and entertainment. Discusses what is involved in building, marketing, and playing simulated games. Examples of game screens are displayed throughout the article, and a sidebar lists companies mentioned in the article.…
Descriptors: Computer Games, Computer Simulation, Computer Software Development, Computer Uses in Education
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Cross, Tim L. – Journal of Natural Resources and Life Sciences Education, 1993
Describes a recently developed microcomputer-based farm management game called AgVenture. The objective of the program is to allow students to practice making management decisions for a model crop farm to teach risk management and reinforce traditional farming management principles. (MDH)
Descriptors: Agricultural Education, Agricultural Production, Computer Assisted Instruction, Computer Games
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Weinman, Janice; Haag, Pamela – Educational Leadership, 1999
A 1998 American Association of University Women report describes a deepening technological divide between girls and boys. Boys are attracted to graphic arts and design; girls typically enroll in clerical and data-entry courses--the 1990s version of typing. Educators must help girls become "power users" and designers. (14 references) (MLH)
Descriptors: Clerical Occupations, Computer Assisted Design, Computer Games, Computer Graphics
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Morgan, Konrad – Simulation & Gaming, 2000
Reviews some of the cross-cultural factors that should be considered in the design of interactive learning environments such as computer simulations and games. Highlights include cross-cultural differences in learning and the use of technology; cross-cultural attitudes toward technology; computer anxiety; and a methodology for culture-centered…
Descriptors: Computer Anxiety, Computer Attitudes, Computer Games, Computer Simulation
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Harris, Susan – British Journal of Educational Technology, 1999
Presents the results of a survey of secondary school students in England that investigated access to computers at home, frequency and duration of use, the applications used including games and word processing, and students' reasons for using a computer at home. Also discusses gender differences in terms of access, frequency of use and applications…
Descriptors: Access to Computers, Computer Games, Computer Uses in Education, Foreign Countries
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Franklin, Teresa J. – Journal of Educational Technology, 2008
Higher education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman & Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the…
Descriptors: Computer Simulation, Social Systems, Internet, Social Media
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
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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
Martin, Laura M. W.; And Others – 1987
This study examined children's application of ecological concepts under conditions that were similar to or different from the conditions under which they first applied the concepts while playing a microcomputer-based ecosystems game. Two task dimensions were studied: (1) the form in which the information was presented (iconic or symbolic); and (2)…
Descriptors: Computer Games, Concept Formation, Ecology, Elementary Education
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