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 Educational/Instructional     software
 was first used as a tutoring tool for
 students in the 60s and 70s, but over
 the past 30 years, it has evolved into
 software that incorporates some or all
 of the five functions for helping
 students learn including drill and
 practice, tutorial, simulation, games,
 and problem solving.
 Universities, software companies, and
  open      source    projects   have   all
  developed software for educational
  purposes that blends two or more of
  these five categories of instructional
  software.
 Today's instructional software also uses
  both objectivist and constructivist
  learning concepts in its design, which
  benefits the learner since both concepts
  are     valuable     to    accomplishing
  educational goals for students.
Objectivist View              Constructivist View
 Knowledge exists outside of    Knowledge has personal
    individuals and can be      meaning. It is created by
 transferred from teachers to
           students.
                                  individual students.
Students learn what they  Learners construct their
hear and what they read.     own knowledge by
   If a teacher explains looking for meaning and
 abstract concepts well, order; they interpret what
 students will learn those
                         they hear, read, and see
          concepts.       based on their previous
                            learning and habits.
  Learning is successful   Learning is successful
when students can repeat     when students can
    what was taught.     demonstrate conceptual
                              understanding.
 Educational software is valuable to
 ALL ages of students for many reasons
 including:
  › making learning more fun,
  › motivating students,
  › helping with long-term memory of the
    material, and
  › providing a thorough educational
    experience that incorporates many
    proven learning concepts into the
   curriculum.
 Educational  software is best used
  to increase classroom curriculums,
  but in most cases, should not be
  the only instructional method for
  learning.
 Educational software no longer is
  thought to be a replacement for
  teachers, but a TOOL that helps
  teachers do a better job of
  teaching their students.
 Educational    software     that
 incorporates the concepts of drills
 and practice is similar to flash
 cards, but with more features.
 Software that uses drills to
 enhance learning uses repetition
 to help students learn the
 material.
Drillsand practice are a
 form of objectivist learning
 and is excellent for students
 to prepare for tests and/or
 learn concepts that are
 simple or even sometimes
 complicated, but require
 memorization       of     the
 material.
 Some   of the drills and practice
 software are also insightful since it
 might track the student's progress
 and continue to display questions
 until    student's    answer     the
 questions correctly a given
 number of times before moving
 on to the next type of question, or
 a more difficult problem type. This
 is called branching.
 Tutorials,like drills, often use branching
  by allowing students to move to the
  next topic after mastering a section,
  or keep the student in the current
  section if they have not mastered the
  material.
 Tutorials are more objectivist than
  constructivist learning since students
  have little or no input into what is
  taught.
 Tutorials    are     difficult and
  expensive to develop, which
  explain why developers choose
  tutorials less than other types of
  educational software to develop.
 Tutorials      should      use   a
  comprehensive        approach   to
  instruction and simulate a real
  classroom experience to teach
  students the entire learning goals
  of a subject.
 Simulations     are    educational
  software tools that simulate the
  "live" learning experience for
  students.
 Students use simulations in place
  of the live experience usually in
  advance      of    the   simulated
  activity.
 The   use of simulations saves money
  and replaces activities that might be
  not practical or may be even
  dangerous until the student learns the
  activity.
 Simulations    usually   allow    many
  different students the opportunity to
  participate in the simulated (imitation)
  activity an unlimited number of times
  in order to master the activity before
  participating with the actual activity
  they are learning.
Examples  of the types of
 learning environments to be
 simulated are:
 › a chemistry experiment,
 › operation of an automobile
   or airplane, or
 › biology or medical
   procedures.
 Games     are a form of educational
  software designed to be fun,
  competitive, and motivational for
  students.
 It is best for teachers to integrate
  games as part of an entire
  learning curriculum, but not focus
  on games as the only activity.
A   good method of integrating
  games into the curriculum is as
  a reward or change of pace
  to regular learning activities.
 Some educators frown upon
  games because some games
  have an element of violence
  and     discriminate     against
  students who do not excel in
  games.
 Plus,the educational benefit for
  games is sometimes difficult to
  predict. Games incorporate drills
  and practice, and simulation,
  but differ because of the rules
  and format.
 Games provide a stimulating
  learning environment if used
  effectively, and allow students to
  learn while enjoying the activity.
 Educational
            software that provides an
 environment for:
  › recalling information,
  › sequencing,
  › analyzing,
  › organizing,
  › predicting outcomes, and
  › formulating ideas
Problem    solving software
 helps students learn a
 sequence of events that
 leads to the solution, and
 is often included in math
 and science educational
 software packages.
 Problem  solving software is
 motivational and improves
 the interest of the subject for
 students, but it is often difficult
 to measure its effectiveness
 and can sometimes frustrate
 students who have difficulties
 reaching the final solution.
Problem    solving software
 can provide both an
 objectivist or constructivist
 environment depending on
 the software's activities and
 approach to learning.
INSTRUCTIONAL SOFTWARE
 The  teacher through his school
  should decide on the best
  computer-based        instructional
  (CBI) materials for the school
  resource collection.
 But beware since CBIs need much
  improvement, while web-based
  educational resources are either
  extremely good or what is
  complete garbage.
 Be extremely careful.
 Don’t be caught up by the attractive
  features forgetting their instructional
  worth
 Evaluate the design and content
  elements:
  › Text legibility
  › Effective use of color schemes
  › Attractive layout and design
  › Easy navigation from section-to-section
 Clarity    in explanations and
  illustrations of concepts and
  principles
 Accuracy, coherence, logic
  of information
 Relevance/effectiveness       in
  attaining learning objectives
 Absence of biased materials
EdTech 2 Instructional Software
EdTech 2 Instructional Software

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EdTech 2 Instructional Software

  • 1.
  • 2.
  • 3.
  • 4.  Educational/Instructional software was first used as a tutoring tool for students in the 60s and 70s, but over the past 30 years, it has evolved into software that incorporates some or all of the five functions for helping students learn including drill and practice, tutorial, simulation, games, and problem solving.
  • 5.  Universities, software companies, and open source projects have all developed software for educational purposes that blends two or more of these five categories of instructional software.  Today's instructional software also uses both objectivist and constructivist learning concepts in its design, which benefits the learner since both concepts are valuable to accomplishing educational goals for students.
  • 6. Objectivist View Constructivist View Knowledge exists outside of Knowledge has personal individuals and can be meaning. It is created by transferred from teachers to students. individual students. Students learn what they Learners construct their hear and what they read. own knowledge by If a teacher explains looking for meaning and abstract concepts well, order; they interpret what students will learn those they hear, read, and see concepts. based on their previous learning and habits. Learning is successful Learning is successful when students can repeat when students can what was taught. demonstrate conceptual understanding.
  • 7.  Educational software is valuable to ALL ages of students for many reasons including: › making learning more fun, › motivating students, › helping with long-term memory of the material, and › providing a thorough educational experience that incorporates many proven learning concepts into the curriculum.
  • 8.  Educational software is best used to increase classroom curriculums, but in most cases, should not be the only instructional method for learning.  Educational software no longer is thought to be a replacement for teachers, but a TOOL that helps teachers do a better job of teaching their students.
  • 9.
  • 10.  Educational software that incorporates the concepts of drills and practice is similar to flash cards, but with more features. Software that uses drills to enhance learning uses repetition to help students learn the material.
  • 11. Drillsand practice are a form of objectivist learning and is excellent for students to prepare for tests and/or learn concepts that are simple or even sometimes complicated, but require memorization of the material.
  • 12.  Some of the drills and practice software are also insightful since it might track the student's progress and continue to display questions until student's answer the questions correctly a given number of times before moving on to the next type of question, or a more difficult problem type. This is called branching.
  • 13.
  • 14.  Tutorials,like drills, often use branching by allowing students to move to the next topic after mastering a section, or keep the student in the current section if they have not mastered the material.  Tutorials are more objectivist than constructivist learning since students have little or no input into what is taught.
  • 15.  Tutorials are difficult and expensive to develop, which explain why developers choose tutorials less than other types of educational software to develop.  Tutorials should use a comprehensive approach to instruction and simulate a real classroom experience to teach students the entire learning goals of a subject.
  • 16.  Simulations are educational software tools that simulate the "live" learning experience for students.  Students use simulations in place of the live experience usually in advance of the simulated activity.
  • 17.  The use of simulations saves money and replaces activities that might be not practical or may be even dangerous until the student learns the activity.  Simulations usually allow many different students the opportunity to participate in the simulated (imitation) activity an unlimited number of times in order to master the activity before participating with the actual activity they are learning.
  • 18. Examples of the types of learning environments to be simulated are: › a chemistry experiment, › operation of an automobile or airplane, or › biology or medical procedures.
  • 19.  Games are a form of educational software designed to be fun, competitive, and motivational for students.  It is best for teachers to integrate games as part of an entire learning curriculum, but not focus on games as the only activity.
  • 20. A good method of integrating games into the curriculum is as a reward or change of pace to regular learning activities.  Some educators frown upon games because some games have an element of violence and discriminate against students who do not excel in games.
  • 21.  Plus,the educational benefit for games is sometimes difficult to predict. Games incorporate drills and practice, and simulation, but differ because of the rules and format.  Games provide a stimulating learning environment if used effectively, and allow students to learn while enjoying the activity.
  • 22.  Educational software that provides an environment for: › recalling information, › sequencing, › analyzing, › organizing, › predicting outcomes, and › formulating ideas
  • 23. Problem solving software helps students learn a sequence of events that leads to the solution, and is often included in math and science educational software packages.
  • 24.  Problem solving software is motivational and improves the interest of the subject for students, but it is often difficult to measure its effectiveness and can sometimes frustrate students who have difficulties reaching the final solution.
  • 25. Problem solving software can provide both an objectivist or constructivist environment depending on the software's activities and approach to learning.
  • 26.
  • 28.  The teacher through his school should decide on the best computer-based instructional (CBI) materials for the school resource collection.  But beware since CBIs need much improvement, while web-based educational resources are either extremely good or what is complete garbage.
  • 29.
  • 30.  Be extremely careful.  Don’t be caught up by the attractive features forgetting their instructional worth  Evaluate the design and content elements: › Text legibility › Effective use of color schemes › Attractive layout and design › Easy navigation from section-to-section
  • 31.  Clarity in explanations and illustrations of concepts and principles  Accuracy, coherence, logic of information  Relevance/effectiveness in attaining learning objectives  Absence of biased materials