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Chappell, Kelly K.; Taylor, Catherine S. – Journal of Educational Computing Research, 1997
Describes the development of the Computer Game Attitude Scale (CGAS) which evaluates student attitudes toward educational computer games and is based on the Computer Attitude Scale. Results of a study conducted with middle school students are discussed; these results indicate that the CGAS produced reliable test scores that may aid in evaluation.…
Descriptors: Attitude Measures, Computer Assisted Instruction, Computer Attitudes, Computer Games
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Herselman, Marlien E. – Computer Assisted Language Learning, 1999
Reports results of an investigation into how educational computer games can benefit resource-advantaged (RA) and resource-deprived (RD) learners in English second-language teaching at Grade 6 in the primary school in South Africa. (Author/VWL)
Descriptors: Computer Games, Computer Uses in Education, Disadvantaged Youth, Educational Technology
Boyle, Tom; And Others – 1994
Six conference panel discussions on uses of technology in education are presented. The first panel, "The Use of Hypermedia in the Teaching and Learning of Programming" (Tom Boyle, Chair, and others) discusses achievements in hypermedia-based instruction, design needs, and experiences. The second panel, "Virtual Clayoquot Video…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Mediated Communication, Computer Uses in Education
Abbanat, Rob; And Others – 1994
The 49 short (one- or two-page) conference papers presented here document concern for the use of hypermedia and multimedia technology in education. Discussion includes the use of multimedia technology in various subject areas, programming languages, electronic books, intelligent tutoring systems, distance education, knowledge representation,…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software Development, Computer Uses in Education
Small, Ruth V.; Samijo – 1997
Research on the motivational aspects of multimedia games may provide ways to design more engaging user information systems which increase users' exploratory and information-seeking behaviors. Two small-scale exploratory studies examined the effects of introducing information on the intrinsic motivation of users of a CD-ROM game. Results of the…
Descriptors: Age, Computer Assisted Instruction, Computer Games, Computer Uses in Education
Rideout, Victoria J.; Vandewater, Elizabeth A.; Wartella, Ellen A. – 2003
Despite the plethora of new electronic media aimed at very young children, little is known about which media are available to children and whether or how children engage with them. This study reports on a nationally representative telephone survey of more than 1,000 parents of children ages 6 months through 6 years, conducted in Spring 2003. The…
Descriptors: Computer Games, Context Effect, Family Environment, Imitation
Wellisch, Mimi – AECA Research in Practice Series, 2000
Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…
Descriptors: Child Behavior, Computer Games, Conflict Resolution, Early Childhood Education
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Wolfe, Joseph – Simulation & Gaming, 1997
Computer-based strategic management games yield learning outcomes superior to case-based teaching. This article discusses factors reducing the number of commercially produced management games available to strategic management instructors (elimination of game publishers, long shelf life of popular games, lack of game currency) and reviews the…
Descriptors: Business Administration Education, Case Method (Teaching Technique), Computer Assisted Instruction, Computer Games
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Allen, Brockenbrough S.; And Others – Educational Technology, Research and Development, 1989
Outlines curriculum reforms being made in the master's level educational technology program at San Diego State University. Topics discussed include technological changes and the roles of educational product designers; human information processing; knowledge base design; student design of educational adventure games; interactive video design; and…
Descriptors: Cognitive Processes, Computer Assisted Instruction, Computer Games, Curriculum Development
Jolicoeur, Karen; Berger, Dale E. – Educational Technology, 1988
This basic plan for implementing educational software in the classroom incorporates a research design for evaluating its effectiveness. A study of fifth grade classrooms using game and tutorial software for spelling and fractions is used as an example. Topics discussed include software selection, selecting groups of comparable ability, and use of…
Descriptors: Ability Grouping, Academic Achievement, Computer Assisted Instruction, Computer Games
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Berard, Robert, Ed. – Canadian Social Studies, 1994
Reviews five instructional media packages designed for classroom use. Discusses the content and approach of each of the items, which include a computer game, two video cassettes, and two instructional films. Includes teaching suggestions for using the products. (CFR)
Descriptors: Audiovisual Aids, Canada Natives, Computer Games, Computer Software
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Stanfel, Julie – Educational Media International, 1994
The National Film Board of Canada (NFB) is focusing on interactive and multimedia technologies, within the framework of a virtual commons, to promote the study of people, their environments, and their resources. (AEF)
Descriptors: Community Development, Computer Games, Computer Networks, Educational Development
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Hollingsworth, Maurice; Woodward, John – Exceptional Children, 1993
Thirty-seven secondary students with learning disabilities were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer simulation games. Students who were taught an explicit strategy for solving problems performed better on two transfer measures than students given supportive feedback and…
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Feedback
Dempsey, John V.; And Others – 1994
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Descriptors: Annotated Bibliographies, Attitude Change, Computer Assisted Instruction, Computer Games
Riel, Margaret M.; Levin, James A. – 1985
The controversy over appropriate educational uses of computers is framed along a continuum based on the amount of support provided to the user. Software programs in which the user's role is to respond in a pre-determined structure (program controlled software) anchors one end of the continuum, while software which empowers the user to create new…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Assisted Testing, Computer Games
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