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Budgett, Stephanie; Pfannkuch, Maxine – Teaching and Learning Research Initiative, 2016
This report summarises the research activities and findings from the TLRI-funded project entitled "Visualising Chance: Learning Probability Through Modelling." This exploratory study was a 2-year collaboration among two researchers, two conceptual software developers/interactive graphics experts, three university lecturers/practitioners,…
Descriptors: Statistics, Probability, Mathematical Models, Computer Software
Chandler, Philip – Personal Computing, 1983
Discusses constructive ways to use microcomputers as educational aids. Areas considered include software packages with graphics capabilities to help students visualize their work, programs fostering skill development (including problem-solving), microcomputer rentals, use of computers to learn programing languages, and others. (JN)
Descriptors: Computer Graphics, Computer Oriented Programs, Computer Programs, Elementary Secondary Education
Dalbey, John; Linn, Marcia – 1984
Spider World is an interactive program designed to help individuals with no previous computer experience to learn the fundamentals of programming. The program emphasizes cognitive tasks which are central to programming and provides significant problem-solving opportunities. In Spider World, the user commands a hypothetical robot (called the…
Descriptors: Cognitive Processes, Computer Graphics, Computer Software, Independent Study
Rieber, Lloyd P. – 1986
This study was conducted to determine whether young children, given the experience of Logo programming, would acquire problem-solving skills and be able to transfer those skills to other areas. The study also investigated Logo's effectiveness in teaching certain fundamental geometric concepts to children who were supposedly not developmentally…
Descriptors: Computer Assisted Instruction, Computer Graphics, Geometry, Grade 2
Peer reviewed Peer reviewed
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Peer reviewed Peer reviewed
Hoelscher, Karen – Computers in the Schools, 1986
Describes the Minnesota Education Computing Corporation (MECC) Computing and Information Collection, a collection of software products for students in grades 4-12. These products are designed to support individual course content objectives and introduce and practice information literacy skills. Curriculum applications in language arts,…
Descriptors: Cognitive Style, Computer Assisted Instruction, Computer Graphics, Database Management Systems
Miller, Douglas S. – 1998
The intent of this project was to improve test and programming scores of 9th through 12th grade students enrolled in the Practical Computer Skills: Logo course in a north central Florida high school. An implementation program that demonstrated teacher-designed graphical computer language Logo programs, utilized multimedia techniques, and used…
Descriptors: Academic Achievement, Computer Graphics, Computer Science Education, Computer Uses in Education