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Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
Peer reviewed Peer reviewed
Nix, Don – Teachers College Record, 1988
Using an experimental computer language, students were exposed to multimedia computer events of their own design. This nontraditional computer application allows students room for self-expression; they program the computer, rather than being "programmed" by it. Examples of projects are given. (JL)
Descriptors: Computer Uses in Education, Creativity, Educational Technology, Elementary Secondary Education
Murphy, Harry J., Ed. – 1987
The following 25 papers (with their authors) are presented from a conference on computer technology in special education and rehabilitation: "Computers for Business--Computers for Life" (I. Keith Austin); "Rehabilitation and the Computer: How to Find What You Need" (Thomas Backer); "Computer Access Alternatives for Visually Impaired People in…
Descriptors: Accessibility (for Disabled), Adult Basic Education, Braille, Computer Software
Andrews, K.; And Others – 1994
This document contains 102 one-page conference demonstrations/posters of individual research in the use of multimedia and hypermedia in education. Teaching and learning strategies and styles are addressed; multimedia applications for cooperative learning, problem solving and decision making are related. The uses of object-oriented modelling,…
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Simulation, Computer Uses in Education
Leh, Amy S. C.; Gazda, Russ – 1998
This article reports on two academic courses related to visual literacy: Videology and the Internet. The two projects are examples of how young learners can be educated and prepared for a visual world via courses in visual literacy. The article provides an overview of the impact of television on American society, describes each project, discusses…
Descriptors: Behaviorism, Cognitive Ability, Computer Assisted Instruction, Computer Literacy