2. DEFINITION
• educational software that provides an
environment for recalling information,
sequencing, analyzing, organizing,
predicting outcomes, and formulating
ideas
• usually presents the students with an
initial condition and then alters those
conditions based on the student's
response (Wager et al., 1989)
3. TYPES
1. skills based
- a specific skill is being
targeted (e.g. abstract
reasoning,logic)
2. input based
-the program performs the
task of solving the inquiry of
the learner (yung naglalabas
ng sagot sa equation)
3. integrated
-other types of educational tools are
incorporated
4. CRITERIA
1. Technical Quality
2. Content and Instruction
3. Documentation
4. Motivation elements of the ARCS model
(www.ct4me.net/290510deu.pdf)
attention
relevance
confidence
satisfaction
5. BENEFITS
1. The computer’s ability to deal with data
2. Interactivity
3. Implication in the learning process
4. Active learning
5. Flexibility
6. Reflexive learning
7. Can capture the students' attention to
learn and solve problems through the
fun graphics.
8. Assistive technology
6. LIMITATIONS AND PROBLEMS
1. Facility
2. Requires knowledge in operating
computers
3. Copyright
4. High expectations
5. Limited range of objectives
6. Controlled environment
7. Lack of social interaction
8. Novelty effect
7. WAYS TO USE
• seat work
• additional exercise
• enrichment activity
• motivational activity
• assessment tool
• practicing a desired skill
8. GUIDELINES FOR USAGE
In using a problem-solving software, we must consider
the following:
a. students' prior knowledge
b. students' knowledge in handling computers
c. target learning outcome