Abstract
This paper discusses a use of technology in which the student controls the computer (e.g., computer programming) instead of it controlling the student (e.g., drill-and-practice). A description of the nature of this mode of computer use is provided, and some examples are given.
A rationale for learner control is discussed in terms of cognitive and affective outcomes of computing. The cognitive outcomes include relatively specific learning and thinking skills and more general systematic methods of problem solving. Affective outcomes include self-confidence, curiosity and exploratory behaviors, and motivation.
Get full access to this article
View all access options for this article.
