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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Peer reviewedLewis, Linda H. – Computers in the Schools, 1984
Suggests educators who are not yet computer literate choose an alternative focus by learning to evaluate software and determine its potential for use in specific educational settings. Questions which should be asked when reviewing software on appropriate use, content, and characteristics are presented, along with a software evaluation checklist…
Descriptors: Check Lists, Computer Literacy, Computer Software, Drills (Practice)
Peer reviewedBear, George G. – Computers in the Schools, 1986
Addresses several important questions regarding the teaching of computer ethics that are being raised by educators, but have been neglected at conferences and in computer education literature: why teach computer ethics; what ethical issues should be taught; who should teach computer ethics; and when and how it should be taught. (MBR)
Descriptors: Computer Literacy, Curriculum, Elementary Secondary Education, Ethics
Peer reviewedSamuels, Melvin H.; Holtzapple-Toxey, Lisa – Computers in the Schools, 1987
Describes survey of public school administrators in Allegheny County, Pennsylvania, which was conducted to determine how their perceptions of computer training needs vary across administrative categories. The needs assessment questionnaire is described, ranking of computer competencies is discussed, and implications for educational planners for…
Descriptors: Administrators, Analysis of Variance, Computer Literacy, Computer Uses in Education

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