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Kafai, Yasmin; Marshall, Sue; Ching, Cynthia Carter – 1998
This paper presents and discusses the results of a project in which seven teams of elementary school students were involved in designing and implementing interactive multimedia resources in science for younger children. During a period of 3 months, students in grades 5 and 6 were divided into teams and met regularly to program the multimedia…
Descriptors: Animation, Computer Software Development, Cooperative Learning, Grade 5
Ching, Cynthia Carter; Marshall, Sue; Kafai, Yasmin – 1998
This study examines a 3-month software design activity in which mixed teams of girls and boys designed and implemented multimedia resources. Mixed-gender teams of fifth and sixth graders used Logo MicroWorlds in their classroom to design multimedia encyclopedias about their astronomy unit for use by younger children. In this context, students'…
Descriptors: Computer Software Development, Cooperative Learning, Encyclopedias, Females
Battig, Michael E. – 2002
As computing and embedded systems become ubiquitous in our world, the importance of user interface design knowledge increases in our curriculum. Students of undergraduate information systems or computer science programs should possess some competence in this computing sub-discipline. However, many programs do not have the curricular space to host…
Descriptors: Computer Interfaces, Computer Science Education, Computer Software Development, Computer System Design
Downs, Elizabeth; Clark, Kenneth – Technology Connection, 1997
Presents guidelines for media specialists to help faculty and students in designing and producing multimedia presentation programs. Notes the importance of simplicity coupled with creativity. Discusses design principles for color, text, graphics, and special effects. (AEF)
Descriptors: Color, Computer Graphics, Computer Software Development, Creativity
Peer reviewed Peer reviewed
Liu, Min; Rutledge, Keith – Journal of Educational Computing Research, 1997
Examines the learning benefits of a learner-as-designer environment simulating a real-world multimedia production house and its impact on at-risk high school students. Students showed a significant growth in their value of intrinsic goals and achieved several critical design skills. The experience provided many students, who could not otherwise…
Descriptors: Academic Achievement, At Risk Persons, Computer Software Development, Educational Environment