This study was conducted to see what cognitive and social skills and strategies were
employed by pairs of students as they used a computer adventure game. The games
used in the study were "Where in the World is Carmen Sandiego?" (Broderbund)
and "Dinosaur Discovery" (Jacaranda) One male and one female pair of year five
students were assigned to each game.
Grounded Theory was selected as the methodology as it enabled categorization of
the skills and strategies to emerge from the data without locking the researcher into
previously identified categories.
It was found in this study, and supported in other research, that what occurs between
the students during a session with the computer depends on the nature of the task,
the students involved, the type and amount of training provided and the classroom
conditions under which the activity is conducted.
The implications from the study are: that under most circumstances it is desireable
for students to work in pairs with a computer to enable interaction to occur, students
may require some training in the cognitive skills necessary for the software being
used, training students to work cooperatively before placing them in groups is
important; and integrating the computer into the classroom environment may
encourage the use of other desired skills and strategies.
Identifer | oai:union.ndltd.org:ADTP/219301 |
Date | January 1995 |
Creators | Rogers, Elise, n/a |
Publisher | University of Canberra. Education |
Source Sets | Australiasian Digital Theses Program |
Language | English |
Detected Language | English |
Rights | ), Copyright Elise Rogers |
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