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Introduction to Educational Software

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Title: Introduction to Educational Software


1
Introduction to Educational Software
  • C. Candace Chou
  • University of St. Thomas

2
Drill 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.

3
Advantages 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)

4
Tutorials
  • 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.

5
Advantages 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

6
Simulations
  • 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)

7
Advantages and Disadvantages of Simulations
  • Advantages
  • Motivation
  • Transfer of learning
  • Efficiency
  • Flexibility
  • Disadvantages
  • Concerns over accuracy

8
Instructional 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

9
Issues 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

10
Evaluation 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?

11
Evaluation 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?

12
Evaluation 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?

13
Evaluation 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?

14
Evaluation 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?

15
Evaluation 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?

16
Seven 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)

17
Software 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

19
Design 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

20
Design 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

21
Design 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

22
Design 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)

23
References
  • 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
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