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Huntley, John – Journal of Computing in Higher Education, 1993
Quality evaluation refers to computer operations for categorizing the relative quality of creative work. It can be used in college instruction to involve students and instructors in contrastive perception and distributed judgment of student work, assigning a quantitative measure to group conclusions about the relative quality of a member's work.…
Descriptors: Classification, Classroom Techniques, College Instruction, Computer Oriented Programs
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Soderberg, Patti; And Others – Journal of Computing in Higher Education, 1994
The Genetics Construction Kit is a computer-based learning tool that simulates the phenomena of classical transmission genetics. Its construction kit approach lets users set the parameters of the problem sets to be generated. The program has been used extensively in science education research and curriculum development. (Author/MSE)
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Software, Computer Uses in Education
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Carlson, Patricia A.; Larralde, Veronica – Journal of Computing in Higher Education, 1995
R-WISE (Reading and Writing in a Supportive Environment), a computerized package for teaching critical literacy, is described, focusing on its use in developing reading comprehension. The program eases demands on short-term memory, highlights strategically important aspects of comprehending text, guides internalization and self-initiation of…
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Software, Courseware
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Covey, Preston – Journal of Computing in Higher Education, 1990
The evolution and design of a videodisk recording for classroom use in teaching aesthetics at the college level are described. The program presents an internationally notorious case study in art forgery. It facilitates three crucial tasks in visual art study: access to art and related information; detail; and analysis. (MSE)
Descriptors: Access to Information, Aesthetic Education, Art History, Case Studies
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Huntley, John – Journal of Computing in Higher Education, 1991
Using a custom-designed hypercard program, 26 University of Iowa students collaborated to create an interpreter's annotated edition of "Paradise Lost." Successful use of these technical resources required teachers to consider student computer skills, specific learning tasks, social dynamics of collaborative, creative work, and ways to…
Descriptors: Classroom Techniques, Computer Assisted Instruction, Computer Literacy, Cooperative Learning
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Racine, Anita – Journal of Computing in Higher Education, 1992
In college apparel design courses, computer simulation of design and manufacturing, aimed at effective transfer of knowledge and skills from classroom to workplace, augment traditional teaching techniques. Students are encouraged to undertake independent research and studio projects and participate in competitions. Successful integration of…
Descriptors: Classroom Techniques, Clothing Design, Clothing Instruction, Computer Assisted Design
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Schruben, Lee W. – Journal of Computing in Higher Education, 1992
SIGMA (Simulation Graphical Modeling and Analysis) is a computer graphics environment for building, testing, and experimenting with discrete event simulation models on personal computers. It uses symbolic representations (computer animation) to depict the logic of large, complex discrete event systems for easier understanding and has proven itself…
Descriptors: Classroom Techniques, Comprehension, Computer Graphics, Computer Science Education
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Jonassen, David H.; Grabinger, R. Scott – Journal of Computing in Higher Education, 1992
A discussion of the use of hypertext for college instruction looks at the potential of hypertext to support active construction of knowledge and outlines hypertext applications as a vehicle for traditional computer-assisted instruction, information retrieval, and creation of intentional learning environments and knowledge construction…
Descriptors: Classroom Techniques, College Instruction, Computer Assisted Instruction, Computer Uses in Education
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Gray, John S. – Journal of Computing in Higher Education, 1998
Describes use of the little-known Shuttle Puzzle in computer programming to elucidate the process of analyzing a problem and synthesizing observations into an algorithm that can be used to generate a programming solution. The process used to solve the problem reflects one that an expert uses. The method could be adapted for small-group cooperative…
Descriptors: Algorithms, Classroom Techniques, Computer Uses in Education, Cooperative Learning