Title: Introduction to Educational Software
1Introduction to Educational Software
- C. Candace Chou
- University of St. Thomas
2Drill and Practice
- Programs present materials to be learned through
repetition - The cycle
- An item is selected.
- The item is displayed.
- The learner responds.
- The program judges the response.
- The learner receives feedback about the response.
- Examples
- Flashcard Queuing, games, vocabulary exercises,
etc.
3Advantages and disadvantages of Drill and Practice
- Advantages
- Competition (against other learners, the
computer, oneself, the clock) - Cooperative learning (team effort)
- Multiple modes and display variety
- Goal setting and scoring
- Reinforcement of basic skills
- Immediate feedback
- Disadvantages
- Drill and kill (from overuse)
4Tutorials
- Tutorials present materials that has been
previously taught or present new materials
learned in an individual setting. - Difference between tutorials and drills
- Tutorials offer more than questions and feedback.
- In tutorials, learners gain new concept in
similar fashion of learning from a teacher - Types
- Linear tutorials provide the same instructional
sequence of explanation, practice, and feedback
to all learners regardless individual
differences. - Branching tutorials direct students to certain
lesson or parts of a lesson according to students
responses to pretests or posttests.
5Advantages and Disadvantages of Tutorials
- Advantages
- Provide learner control
- Motivation (alternative learning strategies)
- Self-paced reviews of instruction
- Instruction when teachers are unavailable
- Disadvantages
- Difficult to design
- Expensive to develop
- Unavailable in many topic areas
6Simulations
- Simulation is a computerized model of a real or
imagined system designed to teach how a system
works - Difference from other programs
- Learners must create their own sequence
(including learning tasks and order ) for using
simulations - Types
- Those that teach about something (Physical
Iterative) - Those that teach how to do something (Procedural
Situational) - (Roblyer, 2002)
7Advantages and Disadvantages of Simulations
- Advantages
- Motivation
- Transfer of learning
- Efficiency
- Flexibility
- Disadvantages
- Concerns over accuracy
8Instructional Games
- Instructional games are courseware whose function
is to increase motivation by adding game rules to
leaning activities. - Types
- Adventure and role-playing games
- Business games
- Board games
- Combat games
- Logic games and puzzles
- Word games
- Characteristics goals, rules, fantasy,
challenge, fantasy, safety
9Issues in Instructional Games
- Conflict between educational goals and the
characteristics of games - Efficiency of learning in games
- Disagreement about whether games are intrinsic or
extrinsic motivators - Educators negative beliefs about games
10Evaluation Guidelines for Educational Software I
- 1. Documentation
- Is the manual included?
- Are the instructions clear and easy to read?
- Are goals and objectives clearly stated?
- Are suggested lesson plans or activities
included? - Are other resource materials included?
11Evaluation Guidelines for Educational Software II
- 2. Ease of Use
- Is minimum knowledge needed to run the program?
- Are potential errors trapped?
- Is text easily readable on the monitor screen?
- Can the user skip on-screen direction?
- Can the student use the program without teacher
intervention?
12Evaluation Guidelines for Educational Software III
- 3. Content
- Is the content appropriate to the curriculum?
- Is the content accurate?
- Is the content free of age, gender, and ethnic
bias or discrimination? - Is the presentation of the information
interesting and does it encourage a high degree
of student involvement? - Is the content free of grammar and punctuation
error? - In a simulation, is the content realistic?
13Evaluation Guidelines for Educational Software VI
- 4. Performance
- Does the program reach its stated goal?
- Is the goal worthwhile?
- Does the program follow sound educational
techniques? - Does the program make proper and effective use of
graphics and sound? - Does the program present appropriate
reinforcement for correct replies? - Does the program handle incorrect responses
appropriately?
14Evaluation Guidelines for Educational Software V
- 5. Versatility
- Can the program be used in a variety of ways?
- Can the user control the rate of presentations?
- Can the user control the sequence of the lesson?
- Can the user control the level of difficulty?
- Can the user review previous information?
- Can the user enter and exit at various points?
- In a tutorial, is the user tested and placed at
the proper entry level? - In a simulation, can the instructor change random
and control factors?
15Evaluation Guidelines for Educational Software VI
- 6. Data Collection
- Is the programs data collection and management
system easy to use? - Can student data be summarized in tables and
charts? - Is the students privacy and data security
ensured? - (from Forcier and Descy, 2002)
- 7. Technical requirements
- Are the required platform, operating system,
peripherals (mic, headphones, printer, Internet)
specified? - Are the text, graphic, video and audio
presentations clear?
16Seven Steps to Software Selection
- Analyze needs
- Specify requirements
- Identify promising software
- Read relevant reviews
- Preview software
- Make recommendations
- Get post-use feedback
- (from Komoski, 1995)
17Software Evaluation Procedure
- Identify needs
- Locate titles
- Complete hands-on reviews
- Collect student reviews
- (from Roblyer, 2002)
18 Overview of a Model for Design and Development I
- Development Methodology
- Pre-production
- Create storyboards with review cycles to
establish adherence to technical and
instructional standards - Production
- Create and assemble media elements according to
the storyboards and course-development standards
19Design and Development II
- Post-production and quality review
- Perform technical reviews, debug, and test the
programmed lessons for a adherence to the
storyboards and programming standards. - Delivery or implementation
20Design and Development
- Phase 1 - Planning
- Define the scope
- Identify learner characteristics
- Establish the constraints
- Cost the project
- Produce a planning document
- Produce a style manual
- Determine and collect resources
- Conduct initial brainstorming
- Define the look and feel
- Obtain client sign-off
21Design and Development
- Phase II - Design
- Develop initial content ideas
- Conduct task and concept analysis
- Do a preliminary program description
- Prepare a prototype
- Create flowcharts and storyboards
- Prepare scripts
- Obtain client sign-off
22Design and Development
- Phase III - Development
- Prepare the text
- Write program code
- Create the graphics
- Produce audio and video
- Assemble the pieces
- Prepare support materials
- Do an alpha test (done by the design/develop
team) - Make revisions
- Do a beta test (by the client)
- Make final revisions
- Validate the program (from Allessi Trollip,
2001)
23References
- Alessi Trollip, (2001). Multimedia for Learning
- Forcier Descy (2002). The computer as an
Educational Tool Productivity and Problem
Solving - Golebiewski, M. Evaluating Software
- Komoski (1995). Seven steps to responsible
software selection. - Roblyer (2002), Integrating Educational
Technology into Teaching