The artifacts (instructional games) created by a class of fourth-grade students engaged in designing educational games are analyzed. To facilitate the analysis, these artifacts were compared with products created by students in a similar design context who were creating instructional software. In both situations, inner-city fourth graders were asked to create products in Logo to teach third graders about fractions. Of the 32 products created, 16 were instructional games. Evaluation of the development process indicated that both instructional and game designers improved their understandings of Logo and their own knowledge of fractions. Analysis of the project demonstrated that the given design task made a difference in terms of the product a...
[[abstract]]This research investigated whether elementary school students would learn Logo programmi...
Logo is more than a programming language. It is a learning environment where children explore mathem...
When game design is conducted in classrooms as a learning activity, the students usually have digita...
Research was conducted to compare the effects of three different methods of teaching LOGO to fifth g...
This study developed representations of the LOGO programming process which provide the basis for str...
The effect of Logo programming language on problem solving skills was investigated in this study. Ei...
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 1988.Includes bibliog...
In the world of educational computing, programming is a major activ-ity, occupying several million p...
The purpose of this study was to determine if elementary school children who have been trained in th...
In this thesis I assess and describe a four-month long experiment called the Instructional Software ...
An important step towards gaining an understanding of how a particular medium can be used most effec...
The utilization of games and its components in software building training isn’t new. In reality, the...
The thinking processes of students of Logo were examined to identify programming problems and possib...
This report is about computer game based learning, how to make a program for making educational game...
Educational games (EG) as learning software have become more dominant in the educational industry an...
[[abstract]]This research investigated whether elementary school students would learn Logo programmi...
Logo is more than a programming language. It is a learning environment where children explore mathem...
When game design is conducted in classrooms as a learning activity, the students usually have digita...
Research was conducted to compare the effects of three different methods of teaching LOGO to fifth g...
This study developed representations of the LOGO programming process which provide the basis for str...
The effect of Logo programming language on problem solving skills was investigated in this study. Ei...
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 1988.Includes bibliog...
In the world of educational computing, programming is a major activ-ity, occupying several million p...
The purpose of this study was to determine if elementary school children who have been trained in th...
In this thesis I assess and describe a four-month long experiment called the Instructional Software ...
An important step towards gaining an understanding of how a particular medium can be used most effec...
The utilization of games and its components in software building training isn’t new. In reality, the...
The thinking processes of students of Logo were examined to identify programming problems and possib...
This report is about computer game based learning, how to make a program for making educational game...
Educational games (EG) as learning software have become more dominant in the educational industry an...
[[abstract]]This research investigated whether elementary school students would learn Logo programmi...
Logo is more than a programming language. It is a learning environment where children explore mathem...
When game design is conducted in classrooms as a learning activity, the students usually have digita...