A methodology was developed in this study for identifying the cognitive, pedagogical, and computational characteristics of computer-based learning environments. The characterization of the cognitive and pedagogical features was achieved by decomposing the learning environments into episodes which were composed of sequences of "views". Each "view" was described in terms of the different types of knowledge presented, the pedagogical strategies used to present the knowledge, and the forms and functions of user-computer interactions elicited. The computational characteristics were described in terms of modularity and other programming properties. The methodology was applied to characterizing the instructional programs produced by student teache...
The thinking processes of students of Logo were examined to identify programming problems and possib...
This study developed representations of the LOGO programming process which provide the basis for str...
The artifacts (instructional games) created by a class of fourth-grade students engaged in designing...
In the world of educational computing, programming is a major activ-ity, occupying several million p...
Abstract. The thesis focuses on the development of learning environments with the use of Logo progra...
This paper presents research on a theoretical approach to Logo as a programming language that create...
Focusing on nine elementary school classrooms in an upper middle class suburban community, the resea...
The purpose of this study was to determine if elementary school children who have been trained in th...
Research was conducted to compare the effects of three different methods of teaching LOGO to fifth g...
The main goal of this article is to elaborate a typology in the domain of computer-supported learnin...
The effects of learning Logo programming on the development of cognitive ability, problem-solving ab...
神奈川県茅ヶ崎市 Programming as a human activity can be investigated from various points of view. In this se...
The work presented in this thesis is motivated by the need to develop practical guidelines to inform...
The objective of this thesis is to explore the possible use of LOGO as a vehicle for computer assist...
Student-centered learning environments provide interactive, complimentary activities that enable ind...
The thinking processes of students of Logo were examined to identify programming problems and possib...
This study developed representations of the LOGO programming process which provide the basis for str...
The artifacts (instructional games) created by a class of fourth-grade students engaged in designing...
In the world of educational computing, programming is a major activ-ity, occupying several million p...
Abstract. The thesis focuses on the development of learning environments with the use of Logo progra...
This paper presents research on a theoretical approach to Logo as a programming language that create...
Focusing on nine elementary school classrooms in an upper middle class suburban community, the resea...
The purpose of this study was to determine if elementary school children who have been trained in th...
Research was conducted to compare the effects of three different methods of teaching LOGO to fifth g...
The main goal of this article is to elaborate a typology in the domain of computer-supported learnin...
The effects of learning Logo programming on the development of cognitive ability, problem-solving ab...
神奈川県茅ヶ崎市 Programming as a human activity can be investigated from various points of view. In this se...
The work presented in this thesis is motivated by the need to develop practical guidelines to inform...
The objective of this thesis is to explore the possible use of LOGO as a vehicle for computer assist...
Student-centered learning environments provide interactive, complimentary activities that enable ind...
The thinking processes of students of Logo were examined to identify programming problems and possib...
This study developed representations of the LOGO programming process which provide the basis for str...
The artifacts (instructional games) created by a class of fourth-grade students engaged in designing...