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Ronen Cohen
 February 2013
Definition:


“Software that helps teach, using
   the computer to assist the
     instructional process.”
       (Western Carolina University, 2008)
① Drill-and-Practice
② Tutorials
③ Simulations
④ Instructional Games
⑤ Problem-Solving Software
Definition:


This type of instructional software
provides exercises in which
students repeatedly work through
different items, and receive
immediate feedback for their work
(feedback levels and depth varies).
Free Rice
Potential benefits:

• Assists in students’ need to transfer newly
  learned information into long term memory.
• Successful at helping kids learn correct
  procedures.
• Helps prepare students for higher-order skills
  through first gaining automaticity and fluency.
• Compared with pencil-and-paper worksheets,
  software is more efficient and appealing to
  students (hence increases motivation).
• Saves teacher’s time!
Potential disadvantages:

• Misuse by teachers (as a way to introduce
  new skills, or use it too much).

• It contradicts the Reconstructed
  Curriculum idea that students learn and
  use skills in an integrated and authentic
  way.
Suggested guidelines for use:

• Set time limits (10-15 minutes per day)
• Assign individually (differentiate)
• Don’t assign if students don’t need it!
Definition:

An entire instructional sequence on a topic.
It is usually a specific instructional unit
rather than a supplement to other
instruction.”

There are 2 types of Tutorial software:
• Linear tutorial- Offers no differentiation.
• Branching tutorial- more sophisticated;
  directs students on alternate path based on
  performance.
Khan Academy
Good tutorials should include:

• Extensive interactivity
• Provide appropriate feedback.
• Thorough user control (especially for
  pacing)
• Appropriate pedagogy (in terms of
  sequence, explanation, etc)
• Adequate answer-judging and feedback
  capabilities.
• Appropriate graphics
• Adequate record keeping.
Benefits:

• Same as Drill-and-Practice software
  (feedback, motivation, and time saving).
• Self-contained and self-paced unit of
  instruction.
• Can be used as an alternative learning
  strategy.
• Can be used independently, when the
  teacher is unavailable
Potential Limitations:

• Direct instruction rather than allowing
  students to generate their own
  knowledge through hands-on projects.
• Lack of high quality products
• Reflects only one instructional approach
  (no teacher choice in how it is taught
  and what is included)
Suggested guidelines for use:

• Assign individually.
• Use as a learning station.
• Definition:


 “a computerized model of a
   real or imagined system.
  Designed to teach how a
        system works.”
Concord Consortium




            City Creator
Types of Simulation Software:

• Physical simulations- user can
  manipulate things or processes.
• Iterative simulations- manipulates speed
  (slows down or speeds up the process)
• Procedural simulations- teaches the
  appropriate sequence.
• Situational simulations- presents
  hypothetical problem situations and the
  user is to react to them.
Benefits:

• Depends on how they are used, and
  whom they are used with…
• Works best when combined with non-
  simulation activities.
• Usually better than real-life
  demonstrations (novice teachers often add
  too much peripheral information that
  confuses students)
• Compresses time (when teaching about
  slow processes)
More Benefits:

• Slows down processes
• Gets students involved (user choice and
  interaction)
• Makes experimentation safe
• Makes the impossible possible (access to
  resources, allows for creativity, etc)
• Saves money and other resources.
• Allows for repetition with variations.
• Allows observation of complex processes.
Limitations:

• Criticism- Does not, and should not,
  replace the hands-on nature of real
  experimentation.
• Inaccuracy of models.
• Teacher misuse of simulations (i.e., when
  a process can be shown quickly and with
  little resources)
Suggestions for use:

• Use instead of, or as supplement to, lab
  experiments.
• Use instead of, or as supplement to, role-playing.
• Use instead of, or as supplement to, field trips.
• Introduce and/or clarify a new topic.
• Foster exploration and process learning (emulate
  in-class science lab)
• Encourage cooperation and group work.
• Definition:


   Software that adds
 game-like rules and/or
 competition to learning
       activities.
Mathletics
Selection Criteria:

Consider…
• Appealing format and activities.
• Instructional value
• Physical dexterity is reasonable.
• Social, societal, and cultural issues.
Benefits:

• Fun
• Motivating
• Engaging
Potential Limitations:

• Learning vs. having fun
• Confusion of game rules and real-life
  rules
• Inefficient learning
• Classroom barriers (insufficient
  school resources which effect
  widespread implementation).
Suggested guidelines for use:

• Use sparingly
• Involve all students
• Emphasize the content-area skills
  first
What is Problem Solving?

     “[a] cognitive processing directed at
    achieving a goal when the solution is
                  not obvious”

Components:
•    Recognition of a goal (opportunities to solve problems)
•    A process (process of physical activities or operations)
•    A mental activity (cognitive operations to pursue a
     solution)
The Geometer: SketchPad
This type of software focuses on:

• fostering component skills in (or
  approaches to) general problem-solving
  abilities
• providing opportunities to practice solving
  different kinds of content-area problems.
Benefits:

• Promotes visualization in math-related
  problem solving.
• Improves interest and motivation
• Prevents inert knowledge (by illustrating
  situations in which skills apply).
Potential limitations:

• Names vs. Skills- Too many synonyms for
  “Problem Solving” can hinder teachers’
  choice of appropriate software.
• Software claims vs. effectiveness
• Possible negative effects of directed
  instruction (the belief that it should not be
  taught per se, but through real life
  situations).
• Transfer to real life situations.
Steps for integrating problem-solving
software for directed teaching:

1. Identify particular skill/s or capabilities.
2. Decide on activity/ies that will help teach the
   desired skill.
3. Research software that helps teaching this
   skill (but don’t believe the vendors!).
4. Determine how it fits into the teaching
   sequence.
5. Model the use of the software and the steps
   for problem solving.
6. Build in transfer activities.
Suggestions for integrating problem-solving
software according to constructivist Models:

1. Allow sufficient time to explore, but provide some
   structure (directions, goals, schedule, organized
   times, etc.).
2. Differentiate the amount of direction to students.
3. Promote a reflective learning environment (include
   discussions about the process).
4. Emphasize thinking processes, not correct answers.
5. Discuss the relationship between the software
   activities and other types of problem solving.
6. Group students (pairs and small groups)
7. When assessing- use alternatives to paper-and-pencil
   tests!
Suggestions for integrating problem-solving
software according to Constructivist models:

1. Allow sufficient time to explore, but provide some
   structure (directions, goals, schedule, organized times,
   etc.).
2. Differentiate the amount of direction to students.
3. Promote a reflective learning environment (include
   discussions about the process).
4. Emphasize thinking processes, not correct answers.
5. Discuss the relationship between the software
   activities and other types of problem solving.
6. Group students (pairs and small groups)
7. When assessing- use alternatives to paper-and-pencil
   tests!
REFERENCES:

Roblyer, M. D., & Doering, A. H. (2012). Integrating Educational
Technology into Teaching (6th ed.). Allyn & Bacon.

Western Carolina University. (2008). Educational Software.
Retrieved from
http://www.wcu.edu/ceap/houghton/learner/look/CAI.html#selecting
ADDITIONAL READINGS/ RESOURCES

 All about Educational Software
  http://www.wcu.edu/ceap/houghton/learner/look/CAI.html#selecting
 Advice and support on how to use technology in the classroom:
 http://www.softwarecentral.ie/
 Reviews of Educational Software (and more…):
 http://www.superkids.com/
 http://www.schoolzone.co.uk/
 http://teemeducation.org.uk/
 Hands-on science vs. Simulation Science:
 http://www.stemreports.com/2010/hands-on-science-vs-simulation-
 software/
 Benefits of computer games:
 http://www.guardian.co.uk/education/2006/dec/12/elearning.technology10

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Instructional software presentation ronen cohen

  • 2. Definition: “Software that helps teach, using the computer to assist the instructional process.” (Western Carolina University, 2008)
  • 3. ① Drill-and-Practice ② Tutorials ③ Simulations ④ Instructional Games ⑤ Problem-Solving Software
  • 4. Definition: This type of instructional software provides exercises in which students repeatedly work through different items, and receive immediate feedback for their work (feedback levels and depth varies).
  • 6. Potential benefits: • Assists in students’ need to transfer newly learned information into long term memory. • Successful at helping kids learn correct procedures. • Helps prepare students for higher-order skills through first gaining automaticity and fluency. • Compared with pencil-and-paper worksheets, software is more efficient and appealing to students (hence increases motivation). • Saves teacher’s time!
  • 7. Potential disadvantages: • Misuse by teachers (as a way to introduce new skills, or use it too much). • It contradicts the Reconstructed Curriculum idea that students learn and use skills in an integrated and authentic way.
  • 8. Suggested guidelines for use: • Set time limits (10-15 minutes per day) • Assign individually (differentiate) • Don’t assign if students don’t need it!
  • 9. Definition: An entire instructional sequence on a topic. It is usually a specific instructional unit rather than a supplement to other instruction.” There are 2 types of Tutorial software: • Linear tutorial- Offers no differentiation. • Branching tutorial- more sophisticated; directs students on alternate path based on performance.
  • 11. Good tutorials should include: • Extensive interactivity • Provide appropriate feedback. • Thorough user control (especially for pacing) • Appropriate pedagogy (in terms of sequence, explanation, etc) • Adequate answer-judging and feedback capabilities. • Appropriate graphics • Adequate record keeping.
  • 12. Benefits: • Same as Drill-and-Practice software (feedback, motivation, and time saving). • Self-contained and self-paced unit of instruction. • Can be used as an alternative learning strategy. • Can be used independently, when the teacher is unavailable
  • 13. Potential Limitations: • Direct instruction rather than allowing students to generate their own knowledge through hands-on projects. • Lack of high quality products • Reflects only one instructional approach (no teacher choice in how it is taught and what is included)
  • 14. Suggested guidelines for use: • Assign individually. • Use as a learning station.
  • 15. • Definition: “a computerized model of a real or imagined system. Designed to teach how a system works.”
  • 16. Concord Consortium City Creator
  • 17. Types of Simulation Software: • Physical simulations- user can manipulate things or processes. • Iterative simulations- manipulates speed (slows down or speeds up the process) • Procedural simulations- teaches the appropriate sequence. • Situational simulations- presents hypothetical problem situations and the user is to react to them.
  • 18. Benefits: • Depends on how they are used, and whom they are used with… • Works best when combined with non- simulation activities. • Usually better than real-life demonstrations (novice teachers often add too much peripheral information that confuses students) • Compresses time (when teaching about slow processes)
  • 19. More Benefits: • Slows down processes • Gets students involved (user choice and interaction) • Makes experimentation safe • Makes the impossible possible (access to resources, allows for creativity, etc) • Saves money and other resources. • Allows for repetition with variations. • Allows observation of complex processes.
  • 20. Limitations: • Criticism- Does not, and should not, replace the hands-on nature of real experimentation. • Inaccuracy of models. • Teacher misuse of simulations (i.e., when a process can be shown quickly and with little resources)
  • 21. Suggestions for use: • Use instead of, or as supplement to, lab experiments. • Use instead of, or as supplement to, role-playing. • Use instead of, or as supplement to, field trips. • Introduce and/or clarify a new topic. • Foster exploration and process learning (emulate in-class science lab) • Encourage cooperation and group work.
  • 22. • Definition: Software that adds game-like rules and/or competition to learning activities.
  • 24. Selection Criteria: Consider… • Appealing format and activities. • Instructional value • Physical dexterity is reasonable. • Social, societal, and cultural issues.
  • 26. Potential Limitations: • Learning vs. having fun • Confusion of game rules and real-life rules • Inefficient learning • Classroom barriers (insufficient school resources which effect widespread implementation).
  • 27. Suggested guidelines for use: • Use sparingly • Involve all students • Emphasize the content-area skills first
  • 28. What is Problem Solving? “[a] cognitive processing directed at achieving a goal when the solution is not obvious” Components: • Recognition of a goal (opportunities to solve problems) • A process (process of physical activities or operations) • A mental activity (cognitive operations to pursue a solution)
  • 30. This type of software focuses on: • fostering component skills in (or approaches to) general problem-solving abilities • providing opportunities to practice solving different kinds of content-area problems.
  • 31. Benefits: • Promotes visualization in math-related problem solving. • Improves interest and motivation • Prevents inert knowledge (by illustrating situations in which skills apply).
  • 32. Potential limitations: • Names vs. Skills- Too many synonyms for “Problem Solving” can hinder teachers’ choice of appropriate software. • Software claims vs. effectiveness • Possible negative effects of directed instruction (the belief that it should not be taught per se, but through real life situations). • Transfer to real life situations.
  • 33. Steps for integrating problem-solving software for directed teaching: 1. Identify particular skill/s or capabilities. 2. Decide on activity/ies that will help teach the desired skill. 3. Research software that helps teaching this skill (but don’t believe the vendors!). 4. Determine how it fits into the teaching sequence. 5. Model the use of the software and the steps for problem solving. 6. Build in transfer activities.
  • 34. Suggestions for integrating problem-solving software according to constructivist Models: 1. Allow sufficient time to explore, but provide some structure (directions, goals, schedule, organized times, etc.). 2. Differentiate the amount of direction to students. 3. Promote a reflective learning environment (include discussions about the process). 4. Emphasize thinking processes, not correct answers. 5. Discuss the relationship between the software activities and other types of problem solving. 6. Group students (pairs and small groups) 7. When assessing- use alternatives to paper-and-pencil tests!
  • 35. Suggestions for integrating problem-solving software according to Constructivist models: 1. Allow sufficient time to explore, but provide some structure (directions, goals, schedule, organized times, etc.). 2. Differentiate the amount of direction to students. 3. Promote a reflective learning environment (include discussions about the process). 4. Emphasize thinking processes, not correct answers. 5. Discuss the relationship between the software activities and other types of problem solving. 6. Group students (pairs and small groups) 7. When assessing- use alternatives to paper-and-pencil tests!
  • 36. REFERENCES: Roblyer, M. D., & Doering, A. H. (2012). Integrating Educational Technology into Teaching (6th ed.). Allyn & Bacon. Western Carolina University. (2008). Educational Software. Retrieved from http://www.wcu.edu/ceap/houghton/learner/look/CAI.html#selecting
  • 37. ADDITIONAL READINGS/ RESOURCES All about Educational Software http://www.wcu.edu/ceap/houghton/learner/look/CAI.html#selecting Advice and support on how to use technology in the classroom: http://www.softwarecentral.ie/ Reviews of Educational Software (and more…): http://www.superkids.com/ http://www.schoolzone.co.uk/ http://teemeducation.org.uk/ Hands-on science vs. Simulation Science: http://www.stemreports.com/2010/hands-on-science-vs-simulation- software/ Benefits of computer games: http://www.guardian.co.uk/education/2006/dec/12/elearning.technology10