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Niguidula, David; Blumberg, Roger B.; van Dam, Andries – TECHNOS, 1999
Describes a seminar at Brown University where undergraduate students design and develop software for K-12 schools based on proposals of teachers in and around Providence (Rhode Island). Discusses seminar goals, working with schools, division of labor between teachers and seminar students, creating the software, student benefits, and using…
Descriptors: College School Cooperation, College Students, Computer Software Development, Cooperative Planning
Reynolds, Kirstin K. – Converge, 2001
Describes the development of Atta-Touch, the school-based business run by students at Clark Fork Junior/Senior High School in Idaho, that grew out of an entrepreneurship class and that currently designs and creates technology-based, multimedia products. Discusses community building; real-world experience; project-based learning; and products…
Descriptors: Business Education, Computer Software Development, Computer Uses in Education, Experiential Learning
Handler, Marianne G.; Dana, Ann S. – 1998
This book provides a framework for offering students ways to share information with a real audience and is intended to assist teachers in operating hypermedia software and in using instructional strategies and learning environments that provide opportunities for student collaboration. The curriculum ideas presented in this book have been developed…
Descriptors: Active Learning, Computer Software Development, Computer Uses in Education, Cooperative Learning
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
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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