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Instructional software


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Instructional software

  1. 1. Instructional Software Catherine Holthaus EdTech 541 Spring 2014
  2. 2. What is instructional software?  “Instructional software is a general term for computer programs designed specifically to deliver instruction or assist with the delivery of instruction on a topic” (Robyler & Doering, 2013).
  3. 3. Relative Advantage of Instructional Software  Engages and motivates students  Supplements existing classroom resources  Designed to meet the needs of all learners  Cost effective
  4. 4. How to select instructional software?  Review teacher evaluations  Contact the informational technology department  Contact other educational facilities using the software
  5. 5. Instructional Software Functions  Drill and Practice  Tutorial  Simulation  Instructional Game  Problem Solving
  6. 6. Drill and Practice  Provides repeated practice on skill or concept  Students receive immediate, detailed feedback
  7. 7. Types of Drill and Practice Functions Include  Flash card activity – Students are provided one question at a time, select the answer, and receive immediate feedback.  Chart fill-in activities – Fluency based, students fill in a chart while being timed, and receiving feedback upon completion of the chart.  Branching drill – The level of difficulty adjusts according to student achievement.  Extensive feedback activities – Detailed feedback on why the answer was incorrect.
  8. 8. Relative Advantage  Provides repeated practice on skill or concept  Students receive immediate, detailed feedback  Motivated and engages students
  9. 9. Uses  Serves as a supplement and in some cases replaces the need for worksheets  Helps students prepare for assessments
  10. 10. Benefits  Helps students establish automaticity of basic skills  Motivates students by delivering immediate feedback  Drill and practice offers self-paced learning activities
  11. 11. Example  has a wide assortment of software available in Elementary Language Arts Resources
  12. 12.  Quizlet is an example of a flashcard activity which can be tailored to meet the needs of the students.
  13. 13. Tutorial  Not intended to be a supplement, tutorial software is comprised of an entire unit or lesson. Without any additional materials or support, students progress at their own pace. “Unlike other types of instructional software, tutorials are true teaching materials” (Robyler & Doering, 2013).
  14. 14.  Tutorial software is comprised of an entire unit or lesson and should not intended to be used as a supplement. According to Robyler & Doering, “ Students should be able to learn the topic without any other help or materials.”
  15. 15. Relative Advantage  Structured  Self-paced software which allows the student to control the rate of delivery  Contains an entire unit or lesson
  16. 16. Uses  Self-paced instruction  Variable learning strategies  Accessible
  17. 17. Benefits  Students can work at their own pace  Motivates and engages student  Immediate feedback
  18. 18. Example  Skills Tutor provides complete units and modules for students to complete at their own pace.
  19. 19. Simulation  “A simulation is a computerized model of a real or imagined system that is designed to teach how the system works” (Roblyer & Doering, 2013). Simulation software includes procedural and situational simulations.
  20. 20.  “Simulations allow learners the opportunity to model, explore, and try out a variety of strategies” (NETC, 2005). Procedural simulations teach the students to follow a set of steps necessary in order to achieve a desired outcome.
  21. 21.  Situational simulations provide students with a real-life scenario, which they must solve a given problem or perform a skill.
  22. 22. Relative Advantage  Provides visual, interactive activities  Teaches students to follow a set of steps  Students experience a real-life scenario without leaving the classroom
  23. 23. Uses  Supplements lab experiments  Teaches students life skills  Allows students to actively participate in role playing  Virtual field trips
  24. 24. Benefits  Introduces and/or clarifies a new topic  Explore and process learning  Supports cooperative work
  25. 25. Examples  Ktouch-Touch Typing
  26. 26.  Cube Creator allows students to create a simulation summarizing what they have learned.
  27. 27. Instructional Games  Marc Prensky refers to instructional games as “hidden gems”. “Hidden gems are kernels of ideas for teaching some of the things we want student to learn using the language of games, which the students find so engaging” (Prensky, 2002).
  28. 28.  Gone are the days when students are passive learners or are shown, interactive game based learning places the student into an active role.
  29. 29.  According to Robyler & Doering, “Instructional games add game-like rules and/or competition to learning activities.”
  30. 30. Relative Advantage  Engages and motivates learning  Level of difficulty increases  Teaches sportsmanship
  31. 31. Uses  Alternative to drill and practice  Authentic practice using a game concept  Teaches cooperative working skills
  32. 32. Benefits  Reinforces content skills  Captures student attention
  33. 33. Examples  Jump Start by: Knowledge Adventure offers language arts games for students of all learning levels to participate in.
  34. 34.  Soft Schools also has a wide variety of language arts games which will help students learn new concepts.
  35. 35. Problem-Solving  One of the most popular types of educational software, problem-solving software is designed for students to “practice solving various kinds of content-area problems” (Robyler & Doering, 2013). Problem-solving software focuses on developing and exercising critical thinking skills.
  36. 36. Relative Advantage  Emphasis is placed on finding solutions  Focuses on specific problems  Real-life applications
  37. 37. Uses  Experience in content-area problem-solving skills  Experience in content-free problem-solving skills
  38. 38. Benefits  Challenges students to identify problems and create solutions  Engages specific problem-solving skills  Graphics assist students in understanding and solving problems
  39. 39. Examples  SuperKids Education for the Future has a wide variety of language arts problemsolving applications.
  40. 40.  Orchard Targeted Educational Software Reading Realities Elementary has over 26 titles in which student can participate in problem-solving activities.
  41. 41. References  Northwest Educational Technology Consortium (NETC) – Seven steps to responsible software selection. (2005). Retrieved from  Prensky, Marc. (2002). Open collaboration finding and polishing “hidden gems”. On The Horizon, Volume 10 No 3. Retrieved from: 20-%20Open%20Collaboration%20%20OTH%2010.3.pdf  Roblyer, M.D. and Doering, A.H. (2013). Integrating Educational Technology Into Teaching, (6th ed.). Upper Saddle River: Pearson Education, Inc.