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The Effect of a Computer Simulation Activity versus a Hands-on Activity on Product Creativity in Technology Education

The Effect of a Computer Simulation Activity versus a Hands-on Activity on Product Creativity in Technology Education

Computer use in the classroom has become a popular method of instruction for many technology educators. This may be due to the fact that software programs have advanced beyond the early days of drill and practice instruction. With the introduction of the graphical user interface, increased processing speed, and affordability, computer use in education has finally come of age. Software designers are now able to design multidimensional educational programs that include high quality graphics, stereo sound, and real time interaction (Bilan, 1992). One area of noticeable improvement is computer simulations. Target Audience: 2-4 Year College Faculty/Administrators
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