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Holzman, Thomas G.; Glaser, Robert – Educational Technology, 1977
A study of the kinds of computer programs children write and the types of programming concepts with which they have difficulty. (DAG)
Descriptors: Children, Computer Science Education, Flow Charts, Programing
Peer reviewed Peer reviewed
Zafirau, S. James – NASSP Bulletin, 1978
Offers some suggestions about the selection and use of computers in the schools. (IRT)
Descriptors: Computer Science, Data Processing, Educational Administration, Educational Technology
Classroom Computer Learning, 1985
Presents four teaching activities suitable for students in early elementary grades. The activities focus on creating a database for student use, a bulletin board which uses a visual diagram of modular programing, a program (with listing) which uses graphics to present a birthday greeting, and a random number program. (JN)
Descriptors: Computer Science Education, Databases, Elementary Education, Learning Activities
Green, John O. – Classroom Computer Learning, 1985
Once touted as the wonder programming language of the classroom, Logo is now a hotbed of controversy. Various issues related to the controversy are examined in an interview with Seymuor Papert, coauthor of the language. (JN)
Descriptors: Artificial Intelligence, Computer Science Education, Elementary Secondary Education, Interviews
Peer reviewed Peer reviewed
Kiesler, Sara; And Others – Psychology of Women Quarterly, 1985
Asks why computers are more attractive to boys than to girls and offers a cultural framework for explaining the apparent sex differences. Speculates that computing is neither inherently difficult nor uninteresting to girls, but rather that computer games and other software might have to be designed differently for girls. (Author/ABB)
Descriptors: Children, Computer Science Education, Computer Software, Computers
Peer reviewed Peer reviewed
Estes, Yvonne, Ed. – Journal of Computers in Mathematics and Science Teaching, 1985
Iteration is the process of doing something repeatedly in a computer program. In LOGO, the most elementary form of iteration is provided by the REPEAT command. This paper explores how programers can use LOGO's extensibility to create more powerful iterative forms than those offered by the REPEAT command. (JN)
Descriptors: Computer Science Education, Computer Software, Elementary Secondary Education, Mathematics Education
Classroom Computer Learning, 1986
Presents computer-oriented activities which (although requiring a certain level of computer expertise) can be easily adapted for students in any grade. They include creating Pascal limericks, a day of the week calculation worksheet, two LOGO activities (including one used to introduce the building block approach to LOGO programming). (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Learning Activities, Programing
Fleisher, Paul – Classroom Computer Learning, 1986
Learning how to create smooth animation on the computer is a two-step process. Step one (discussed in SE 539 133) involves creating shapes. In the second step, students animate their newly created shapes. The programing necessary to accomplish the animation is discussed. (JN)
Descriptors: Animation, Computer Graphics, Computer Science Education, Microcomputers
Slesnick, Twila – Classroom Computer Learning, 1984
Presents various programing activities using the BASIC and LOGO programing languages. Activities are included in separate sections with a title indicating the nature of the activities and the "tools" (commands) needed. For example, "Old-fashioned drawing" requires several tools (PRINT, LIST, RUN, GOTO) to make drawings using…
Descriptors: Computer Science Education, Intermediate Grades, Junior High Schools, Learning Activities
Peer reviewed Peer reviewed
Hersberger, James R.; Talsma, Gary – Roeper Review, 1985
The paper describes a two-week summer course for gifted students which successfully develops mathematical program solving, promotes understanding of advanced mathematical concepts, and allows students to learn a great deal of programing. (CL)
Descriptors: Computer Oriented Programs, Computer Science, Gifted, Mathematics
McCarley, Barbara – Classroom Computer Learning, 1984
Giving students their own disks to use as they please can inspire them to develop new programming skills and original approaches to using the computer. Offers suggestions on preparing disks for individual student use and making such disks a personal item. (JN)
Descriptors: Computer Science Education, Elementary Secondary Education, Learning Activities, Programing
Kramer-Siri, Diane – Technological Horizons in Education, 1984
High technology businesses in California's Silicon Valley have joined forces with local educators to form the Institute for Computer Technology (ICT), providing a model for education-industry cooperation. Describes the development of ICT, whose goal is to fill gaps between existing programs and to provide a structure for sharing computer-related…
Descriptors: Computer Science Education, Educational Objectives, Industry, Program Descriptions
Peer reviewed Peer reviewed
Kolata, Gina – Science, 1985
To determine how hard it is for computers to solve problems, researchers have classified groups of problems (polynomial hierarchy) according to how much time they seem to require for their solutions. A difficult and complex proof is offered which shows that a combinatorial approach (using Boolean circuits) may resolve the problem. (JN)
Descriptors: Classification, Computer Science, Difficulty Level, Mathematical Logic
Peer reviewed Peer reviewed
Hope, Geoffrey R.; And Others – Unterrichtspraxis, 1984
Presents modified version of a glossary of commonly used terms in instructional computing. Defined as straightforwardly as possible, the terms listed are intended as an aid for foreign language teachers who are newcomers to the field of computer assisted instruction. (SL)
Descriptors: Computer Assisted Instruction, Computer Science, Glossaries, Second Language Instruction
Peer reviewed Peer reviewed
Siwak, Pawel P. – European Journal of Engineering Education, 1985
Presents two examples which illustrate the usefulness of ideas from cellular automata. First, Lee's algorithm is recalled and its cellular nature shown. Then a problem from digraphs, which has arisen from analyzing predecessing configurations in the famous Conway's "game of life," is considered. (Author/JN)
Descriptors: Computer Science, Engineering, Engineering Education, Higher Education
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