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Teachers should evaluate instructional materials
prior to incorporating them into lessons plans. It
would also be ideal to evaluate the effectiveness
of those materials while students are using them,
and again after their use in order to determine
whether or not they should be used again. We often
rely on other educators to offer suggestions of
software they have used. This is a great place to
start, but remember that all classes are different,
and all students will react in different ways to
the materials you select for use in your
situation.
Teachers may find reviews of instructional
materials in journals or online, another way to
gather appropriate information, but such reviews
tend to be positive, because they rely on
advertising revenue for their survival, which is
also the case with sales literature written by the
publisher. Try to seek unbiased feedback about
programs from generic teacher websites and
blogs.
No matter what the source of an evaluation, it
cannot compare to the evaluation that teachers
conduct themselves, for teachers know their
students, their backgrounds, their capabilities,
and their learning needs. As a result teachers can
best decide what methodologies will work with their
students.
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Instructional Software
Categories
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Drill and
Practice - designed to reinforce
specific skills, drill and practice software
presents opportunities for students to practice
multiple times until a concept is well-learned.
Drill and practice software usually provides
feedback in text or audible response to indicate if
an item is correct or incorrect. Be observant of
this feedback and consider the impact it might have
on other students. Look for software that branches
to more or less difficult questions or problems
based upon student responses.
The Coin Changer is an example of
Drill and Practice software. It presents students
will various amounts of money represented by coins.
Students must enter the amount displayed. Although
at first glance this program has great merit, it's
implementation is lacking. As students enter the
amount, their responses are totaled on an
"old-fashioned" cash register, which adds the
amount to the last entry. The program does not
indicate that it will address addition of numbers,
but simply the recognition of coin values. The
concept of addition is not the intended objective
for the lesson and would better be used in a
different activity.
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Tutorial -
designed to introduce the learner to new skills and
concepts at both the elementary and the secondary
level. Computerized tutorials present a concept or
skill to be learned, followed by opportunities to
validate the student's comprehension of the concept
or the acquisition of the skill. It is usually
enjoyable, thorough, and sensitive to the user's
capabilities. Moreover, it provides immediate and
appropriate feedback. Interactivity is key to user
involvement and perseverance.
Tessellation Exploration includes
a tutorial of the software to provide learners with
a basic understanding of tessellations, and with
using the program itself. This tutorial may be used
for review or if a student is absent the day that
tessellations are introduced in class. Kulik
commented in his 2003 work, Effects Of Using
Instructional Technology In Elementary And
Secondary Schools: What Controlled Evaluation
Studies Say, that students in enrichment and
gifted programs often recorded the most significant
gains from the use of tutorials.
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Simulation -
designed to involve the learner in a vicarious
experience of events or processes, simulations can
be experienced over a network or on individual
computers. Simulations lend themselves to
collaborative learning, developing communication
and interpersonal skills as well as knowledge. They
add a fascinating, engaging, and virtually
realistic opportunity to learn about history, life,
and scientific phenomena.
It is critical that teachers evaluate simulation
software to ensure that it is grade and age
appropriate for students. Simulations can be
powerful tools in the elementary and middle school
environments, with software that steps them through
a science experiment, an historical sequence of
events, a mathematical investigation, a business
transaction or an imaginary journey to an otherwise
inaccessible place (such as inside a nuclear
reactor or a volcano). Along the way the students
are prompted for feedback, which monitors
understanding and points the way to deeper
learning. Teachers at the high school level must be
sure to select simulation applications that do not
"talk down to" students through silly graphics,
simplified text, and simplified challenges.
Decision Decisions - The
Environment is a wonderfully rich mix of
science and social studies. Students interpret
science and apply what they learn to make public
policy decisions. They experience political
trade-offs that accompany any course of action.
Students learn about landfills, land-use issues,
recycling, the greenhouse effect, and water
pollution.
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Instructional Games
- designed as a competition between the
learner and others, the computer or both. The
content of the game is critical. Successful
instructional game software taps into high levels
of motivation and interest. Learners must solve
related but varied problems, where learning and
playing become synonymous for the duration of the
game. Good instructional games allow players to
customize to their own levels of competence.
SOL 2 GO is an entertaining trivia
game based on Virginia Standards of Learning. The
software contains content for grades Kindergarten
through Middle School. Children of different ages
can play together. It includes math, science,
social studies, and reading. Also included is
feedback for incorrect answers, Spanish for
clarification, and a report feature.
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Problem
Solving - Thinking skills involve
analysis, inference and evaluation. Although many
software programs are designed using
problem-solving techniques in the areas of science
and mathematics, recent development in language
arts make this type of software available at all
grade levels. Students are generally presented with
content and then given choices of which tools they
might use to approach a given problem. This type of
software meets higher-order thinking skills, making
it an excellent choice for today's classrooms.
Reading for Meaning targets
reading comprehension. Students read authentic
literature selections both fiction and
non-fiction, complete graphic organizers, and
answer comprehension questions. Through explicit
modeling and guided practice, students develop
skills in five key areas: main idea, inference,
sequence, cause & effect, and compare &
contrast.
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Productivity
- software programs that allow students to create
something original fall under the heading of
productivity software. Although most teachers are
familiar with the major integrated packages which
combine word processing , spreadsheets, graphics
and presentations, such as Microsoft Office and
AppleWorks, you will also find subject specific
productivity tools in this category. Programs which
allow you to create greeting cards, calendars,
maps, timelines, and graphs all fall into this
category.
Mapmaker's Toolkit can be used to
help students develop important map skills as they
construct and interpret present-day and historical
maps. This flexible tool includes a vast library of
world, continent, country, and state maps. Students
can choose which physical and political features to
display on a map with a click of the mouse. They
can further customize their maps with easy-to-use
drawing tools and hundreds of map symbols.
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Locating
Instructional Software
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For the most part, schools have budgets for
instructional materials. This includes the purchase
of instructional computer software. Frequently, a
team of teachers will be established to recommend
particular titles for purchase. It is their
responsibility to ensure that the software
addresses specific SOL and that it be compatible
with the school's computer equipment. Decisions
must be made to purchase a single copy, a lab pack
(usually sold in increments of 5), a site license,
a network version, or unlimited installations
within a building. Not all companies offer all of
these options, so it is important to determine the
best and most cost-effective use of the school's
instructional budget. Teachers are rarely permitted
to purchase software with their own funds to
install on a computer in their classroom. This is
because of the cost that an incompatibility issue
might cause for the school's network and other
resources.
To find a piece of instructional software to
evaluate, consider the following sources:
- A local school
- A friend or family member with children with
instructional software for home use
- The Educational Resource Library on campus
(on the second floor of the library)
- TAPS or other Educational Materials
store
- Online demonstrations of software.
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Check out these online resources for
instructional computer software. In many cases you
will need to make a selection and look to see if
there is a trial or demo version available. These
companies might offer product tours, which allow
you to see a short video clip of the program, but
this doesn't actually allow you to try the
software. It's best to actually try it out so you
can see what features are available. A tour only
lets you see what the publisher wants you to
see.
FTC
Publishing
RiverDeep
Free Trials
Scholastic
Trials
Sunburst
Tom
Snyder Demos
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