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DeVane, Ben; Steward, Cody; Tran, Kelly M. – Educational Technology, 2016
This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…
Descriptors: Middle School Students, Design, Problem Solving, Computer Science
Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
Bergeron, Corrie – Educational Technology, 2014
While it's easy to get caught up in the frenetic drive to do the Next Big New Thing in educational technology, it's helpful to remember that a lot of important things "don't" change. But, today, we face almost constant change, and that has serious implications for education and ed-tech professionals. This article looks back at where…
Descriptors: Educational Technology, Technological Advancement, Multimedia Instruction, Computer Uses in Education
Glassman, Michael; Bartholomew, Mitchell; Jones, Travis – Educational Technology, 2011
The authors describe an Open Source approach to education. They define Open Source Education (OSE) as a teaching and learning framework where the use and presentation of information is non-hierarchical, malleable, and subject to the needs and contributions of students as they become "co-owners" of the course. The course transforms itself into an…
Descriptors: Web Sites, Electronic Publishing, Community Programs, Models
Clark, Richard E. – Educational Technology, 2011
There are at least three powerful insights for educational technology researchers and designers from recent neuroscience studies of the brain and from cognitive science research findings: First, our brains learn and process two very different types of knowledge; non-conscious, automated, procedural, or implicit knowledge, and conscious,…
Descriptors: Evidence, Learning Theories, Instructional Design, Problem Solving
Schaefermeyer, Shanna – Educational Technology, 1990
Identifies desirable features that should be included in software for effective instructional computing use. Highlights include design of learning activities; curriculum role; modes of instruction, including drill and practice, tutorials, games, simulation, and problem solving; branching; menu driven programs; screen displays; graphics; teacher…
Descriptors: Branching, Computer Assisted Instruction, Computer Games, Computer Graphics
Maddux, Cleborne D. – Educational Technology, 1989
Identifies and discusses 10 overly optimistic claims for the use of computers in the classroom, and makes recommendations concerning each claim. Highlights include computer labs versus curriculum integration; the development of hardware versus software; the values of computer literacy; computer networking; computer education training; the use of…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Literacy, Computer Networks
Park, Ok-choon – Educational Technology, 1994
Defines instructional roles of dynamic visual displays (DVDs), including animation and interactive video, and provides guidelines for using them in media-based instruction. Topics addressed include theoretical bases; examples of strategic applications of DVDs; six instructional conditions for using DVDs; and considerations for the design and…
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Simulation, Educational Media
Mayer, Richard E.; Schustack, Miriam W.; Blanton, William E. – Educational Technology, 1999
Examines what children learn from using educational technology in an informal, collaborative environment. Explores how mastering educational computer programs can promote problem-solving transfer. Studies at three after-school computer clubs reveal children who use educational software may learn content knowledge about computer literacy,…
Descriptors: After School Programs, Children, Computer Games, Computer Literacy
Roblyer, M. D.; Vye, Nancy; Wilson, Brent G. – Educational Technology, 2002
Describes experiences as judges at the University of Minnesota Learning Software Design Competition. Highlights include criteria for judging; an overview of some of the software programs; and the future of learning software, including Internet delivery, emphasis on visual and three-dimensional problem-solving environments, rich learning…
Descriptors: Competition, Computer Assisted Instruction, Computer Software Development, Computer Software Evaluation
Eisele, James E. – Educational Technology, 1979
Discusses some prominent applications available today for most microcomputer systems, including: teaching computing to all students, the computer as a problem solving tool, games, drill and practice, simulation, and testing. (Author)
Descriptors: Computer Oriented Programs, Computer Science Education, Games, Microcomputers
Norton, Priscilla; Resta, Virginia – Educational Technology, 1986
This study investigated the impact of integrated learning systems, problem solving software, and simulation software on elementary students' reading performance. Results indicate students entering fourth through sixth grade profited more from instruction supplemented by problem-solving and simulation software than from skills instruction. Results…
Descriptors: Age Differences, Analysis of Covariance, Computer Assisted Instruction, Computer Simulation
Li, Rengen – Educational Technology, 1993
Discusses computer-based training (CBT) methods that emphasize an interactive learning environment but do not require video. Topics addressed include cognitive processes; different levels of interaction, including simulation or problem solving; the use of icons and buttons; hypertext; differences in learning styles; and thought-provoking…
Descriptors: Cognitive Processes, Cognitive Style, Computer Assisted Instruction, Computer Simulation
Pedersen, Susan; Liu, Min; Williams, Douglas – Educational Technology, 2002
Describes the development of "Alien Rescue," a hypermedia-based program designed to engage middle school students in solving a complex problem related to the solar system and that has a science fiction premise. Discusses planning; producing and testing; theoretical influences on the design methodology; and trends in educational software…
Descriptors: Computer Assisted Instruction, Computer Software Development, Courseware, Educational Trends
Bagley, Carole A.; Klassen, Daniel L. – Educational Technology, 1979
The introduction of computer assisted instruction (CAI) in correctional facilities in Minnesota is described. This experimental program indicated no increase in achievement or attitude attributable to CAI for the participants, but that computers are useful in motivating students, increasing their problem-solving skills, and providing repetitious…
Descriptors: Computer Assisted Instruction, Computers, Correctional Education, Correctional Institutions
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