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One of the first decisions a teacher must make when attempting to incorporate technology is what software to use. A teacher must choose a software suite that aligns not only with their own instructional methods, but also with state and national standards, district policies, hardware availabilities, and personal comfort level. In general, there are 5 classes of instructional software that a teacher may select from; however, with the rapid evolution of technology these groups are constantly growing, combining, and changing. According to Roblyer & Doering (2010) they are:
Drill and Practice
Purpose: To assist students in learning and remembering items that require repeated exposure such as vocabulary terms or simple facts.
Relative Advantages:
- Students receive immediate feedback on their accuracy and progress.
- Students are generally more motivated and engaged in the activity.
- With web-based programs, students can practice at school and at home.
- Teachers can spend less time instructing and more time addressing needs (Roblyer & Doering, 2010).
Alignment to NETS-S:
- Standard 3: Research and Information Fluency - Drill and Practice programs can help students learn the basic types of digital tools as well as the simpler aspects of conducting research.
- Standard 6: Technology Operations and Concepts - Drill and Practice programs can help students remember the numerous components of different technology systems as well as their basic functions.
Examples:
Purpose: Tutorials are used to provide teacher-like instruction to students without the necessity of a teacher being present.
Relative Advantages:
- Same as previously mentioned for Drill and Practice, since tutorials often include this element.
- Students can engage in a self-contained, self-paced unit of instruction (Roblyer & Doering, 2010).
Alignment to NETS-S:
- Standard 2: Communication and Collaboration - Tutorials can be used to increase student competency in the variety of programs needed to communicate and collaborate. In order to interact digitally with their peers, students must have an understanding of the software at use and tutorials can provide this.
- Standard 6: Technology Operations and Concepts -Tutorials are a useful tool for showing students how to use technology systems. Students can use tutorials to learn basic and advanced features in almost any program available on the market.
Examples:
Purpose: To demonstrate how real or imaginary systems function and to allow students to interact with those systems.
Relative Advantages:
- Time can be compressed so students can quickly visualize and experience occurrences that would normally take years or generations.
- On the other hand, simulations can also slow time down and let students experience a nanosecond reaction at observable speeds.
- Students can be put in charge of experimental systems and have the power to manipulate variables as they see fit.
- Experimentation is made safer without the need for dangerous tools or chemicals.
- Districts save money and other resources when virtual supplies are used (Roblyer & Doering, 2010)
Alignment to NETS-S:
- Standard 1: Creativity and Innovation - Simulations give students the chance to create their own experiments, explore complex systems and issues, identify trends, and predict possibilities.
- Standard 2: Communication and Collaboration - Simulations give students an opportunity to work together and collaborate on experiments and problems in the virtual world that would be impossible in the real world.
- Standard 4: Critical Thinking, Problem Solving, and Decision Making - Simulations allow students to identify and solve real-world problems, plan and manage complex systems, collect and analyze data, and use observations and data to explore alternative solutions to traditional problems.
Examples:
Purpose: To provide Drill and Practice type learning in an enjoyable, game-like situation.
Relative Advantages:
- Games add more enjoyment and fun to typical Drill and Practice software.
- Students feel more of a sense of competition and achievement.
- Students retain more information compared to standard Drill and Practice (Roblyer & Doering, 2010).
Alignment to NETS-S:
- Standard 3: Research and Information Fluency - Instructional games can help students learn the basic information they will need to be competent researchers and users of technology.
- Standard 6: Technology Operations and Concepts - Instructional games can help students learn and remember new vocabulary associated with software and hardware.
Examples:
Purpose: To teach students the steps of problem solving and to give them hands-on experience in solving real or imaginary problems.
Relative Advantages:
- Software allows students to experience and solve problems that might otherwise be impossible
- Students can collaborate on solving problems with peers from around the world
- Students can have multiple attempts at solving the same problem without needing additional resources or money.
Alignment to NETS-S:
- Standard 4: Critical Thinking, Problem Solving, and Decision Making - Problem solving software allows students to identify problems, think critically about possible solutions, implement those solutions, and analyze the results.
- Standard 5: Digital Citizenship - Problem solving software can help students understand and experience human, cultural, and societal issues that would be impossible inside a real-world classroom.
Examples:
Social Media
Purpose: To allow people to connect, share, collaborate, and interact in a virtual space.
Relative Advantages:
- Students can connect with each other, teachers, and people across the world at the touch of a button.
- The ease at which students can collaborate is greatly increased.
- Information can be instantly shared with others across the globe.
Alignment with NETS-S:
- Standard 1: Creativity and Innovation - Students can collaborate through social media to create original ideas, products, and processes.
- Standard 5: Digital Citizenship - Through social media, students can interact as global digital citizens. They can collaborate with students from other cultures and societies while expanding their understanding of the world around them.
Examples:
Resources:
Roblyer, M.D. & Doering Aaron. (2010) Integrating educational technology into teaching, 5th ed. Boston: Pearson
Starr, Linda. (2001) Load 'Em Up: The Best Software in the Education World! EducationWorld. Retrieved online from: http://www.educationworld.com/a_tech/tech102.shtml