Instructional Software in the Computer Technology Classroom
[ This post can also be viewed in Prezi ]
[ This post can also be viewed in Prezi ]
Incorporating technology into the classroom can be a challenging experience. In doing so, teachers regularly deal with unforeseen problems and technical difficulties. However, when successfully integrated, technology can be used to achieve impressive and powerful educational results. In addition to improving student motivation and engagement, technology can also aide in improving efficiency, productivity, accuracy, interaction, and collaboration (Roblyer & Doering, 2010). With so much to gain, it is apparent why many teachers decide to hazard the road to integration.
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:
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:
The remainder of this post will focus around specific examples of these softwares, the relative advantage of utilizing these programs, the alignment of these technologies with the National Education Technology Standards for Students (NETS-S), where new innovations like social networking fit into the picture, and how these programs can be used within a computer technology classroom.
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:
Alignment to NETS-S:
Examples:
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:
Typingweb.com - Here, students use drill and practice exercises to learn how to properly type. Keyboarding skills are one of the most essential tools a student can have when working with technology. Additionally, this site is completely free, allows teachers to monitor student progress, and hosts a collection of entertaining typing games.
Type to Learn - This software provides an engaging and humorous adventure which takes students through the process of learning to type. As mentioned above, keyboarding skills are a necessity for students to become efficient users of technology (Starr, 2001).
Quizlet.com - This online flashcard tool is one of the simplest and easy ways to use drill and practice exercises. In the computer classroom, this site can be used to help students learn new vocabulary associated with unfamiliar software and hardware.
Tutorials
Purpose: Tutorials are used to provide teacher-like instruction to students without the necessity of a teacher being present.
Relative Advantages:
Alignment to NETS-S:
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:
Infiniteskills.com - This site offers an extensive library of downloadable tutorials. Lessons on a wide variety of software types can be instantly purchased, downloaded and viewed. They also have multi-user licensing agreements for teachers to use with an entire class.
Digitaltutors.com - Similar to Infinite Skills, Digital Tutors offers an array of different software tutorials. Additionally, they have work files and templates associated with many of their tutorials to aide in the learning process.
Simulations
Purpose: To demonstrate how real or imaginary systems function and to allow students to interact with those systems.
Relative Advantages:
Alignment to NETS-S:
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:
Microsoft's Walk Through Computer - This simulation allows students to explore and interact with the inner workings of a basic computer. Despite being slightly dated, this simulation provides a hands-on simulation of computer components.
Explorelearning.com - This site offers over 450 interactive simulations. Here students can manipulate variables and experience long term changes that would be impossible in a real-world classroom. This site would be used cross-curricularly between math or science and a computer technology class.
Instructional Games
Purpose: To provide Drill and Practice type learning in an enjoyable, game-like situation.
Relative Advantages:
Alignment to NETS-S:
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:
Typingweb.com - This site offers a variety of enjoyable typing games which help engage and motivate students towards learning proper keyboarding. Almost all the activities are takes on similar games that the students are already familiar with.
Coolmathgames.com - This site has hundreds of games focused on improving math and logic skills. These games would work well within a computer technology classroom or in conjunction with a math class.
Problem Solving
Purpose: To teach students the steps of problem solving and to give them hands-on experience in solving real or imaginary problems.
Relative Advantages:
Alignment to NETS-S:
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:
Poptropica.com - This site allows students to interact, collaborate, and explore a virtual world while solving problems and learning from each other. Poptropica has a vast environment which includes games, simulations, and problem solving situations of all kinds.
Explorelearning.com - As mentioned before, this site houses hundreds of simulations and problem solving scenarios that allow students to experiment, manipulate variables, and collaborate online.
In addition to the 5 software types outlined by Roblyer and Doering, there is one final genre that must be discussed: Social Media. Over the past decade the prevalence and importance of social media within the education sector has grown exponentially. Classrooms across the world are integrating social media into lessons, students and teachers utilize social media on a daily basis, and the connectivity that social software allows for can be an enormous benefit in bringing together students and teachers. Therefore...
Social Media
Purpose: To allow people to connect, share, collaborate, and interact in a virtual space.
Relative Advantages:
Alignment with NETS-S:
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:
Facebook - Students can use facebook to set up discussion groups, collaborate on projects, and interact with friends and peers from around the world. Facebook can be a great meeting place for students who share similar interests and ideas.
Twitter - Teachers and students can use twitter to quickly update each other on current events and news. It can be a wonderful tool for getting information out quickly to a wide variety of people around the world.
Moodle - Students and teachers can use moodle as a social networking forum. A place to come together to discuss projects, share ideas, and work together in the learning experience.
In conclusion, instructional software offers an enormous variety of possibilities. Each unique type of software has its own advantages and uses within the modern classroom. However, teachers must always plan and prepare carefully to ensure that the software they are using is appropriate, educational, and well-suited for their educational goals.
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
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