Software Evaluation


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.


Instructional Software Categories

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.

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.

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.

 

 

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.

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.

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.


Locating Instructional Software

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.

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