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Gusev, Dmitri A. – Association Supporting Computer Users in Education, 2018
Chess programming is an old and venerable branch of game development. In the modern computing environment, it encompasses the development of chess engines, chess user interfaces (UIs), chess tournament broadcast tools, chess databases, endgame tablebases (EGTBs) and opening books. In this paper, the author shares his multi-year experience of…
Descriptors: Games, Computer Science Education, Programming, Programming Languages
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Conner, Jerusha; Slattery, Amanda – Equity & Excellence in Education, 2014
As the gulfs between low-income and more affluent youth widen, researchers and practitioners continue to search for effective means of closing gaps in academic achievement, digital participation, and civic engagement. This article examines how youth organizing offers a bridge across these divides. We consider how one youth organizing group, The…
Descriptors: Computer Literacy, Academic Achievement, Citizen Participation, Achievement Gap
Ng, Eugenia M. W., Ed. – Information Science Reference, 2010
With the advent of new technologies, more convenient and effective ways of learning are being adopted. However, despite the growing advancements there remains a lack of literature in applications of using these technology teaching approaches. This book offers in-depth analysis of new technologies in blended learning that promote creativity,…
Descriptors: Foreign Countries, Cross Cultural Studies, Action Research, Distance Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers