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Week 7 is upon us! As I read through chapter seven, contemplating which focus question to
do, I found myself interested in all the questions. I decided to discus focus
question two.
How can teachers evaluate the different types of educational
software available today?
I think that this an important question and something that
we all as teachers should know this information.
·
Educational software commonly used by teachers
and students include skills-based learning software, educational games,
composing and calculating software, inquiry and discovery learning software,
visual thinking and concept mapping software, simulations and virtual reality
environments, and digital games for learning.
·
School systems purchase software and install
copies on every computer in a school or a districts, thereby largely
establishing what software teachers and students can use in their classrooms.
·
The delivery of educational software is becoming
increasingly Web-based.
As teachers we use educational software to meet multiple
instructional goals. Let’s break these down. Starting with the educational
software, let’s discuss the different kinds of software.
·
Composing and Calculating Software- Microsoft Word and Excel would be considered
composing and calculating software. Writing and math are considered core parts
of everyday curriculum. This software is considered to be essential.
·
Building, Inventing and Creating Software- building,
inventing and creating happen when students engage in open-ended explorations
of topics and items that interest them.
Building, inventing and creating software can function to provide
students with environments for interactive and engaging explorations. The key
to this outcome is the students’ efforts not to be determined by the software.
The most effective programs are those that do not require a single right way to
use them or a single right answer. Kid Pix and Google Earth of two examples of
this software.
o
Kid Pix- A widely used educational program for
more than twenty years. It began as a paint program and has evolved into a
multimedia online art studio with an extensive collection of features. In
addition to letting you draw, paint and collage on the computer screen, you can
import text and images from other files, add sound effects, resize images and
other visual materials, record your own voice, or build a slideshow to show
viewers. Instructionally, teachers can
use Kid Pix across the curriculum to accomplish creative learning. Much of what
elementary school students do on a paper worksheet can be uniquely done in Kid
Pix. In Math, Kid Pix invites K-6 students to make their own books and posters
illustrating math facts and concepts.
o
Google Earth- It’s composed of photographs taken
by satellites and aircraft of virtually every location in the world over the
past three years. It lets users zoom down from the sky to explore landmarks,
paces and points of interest and study. Teachers at every grade level can make
use of the resources in Google Earth. Students can take virtual journeys
throughout their community or across the country. Such journey’s are unique
opportunities for thoughtful discussions between teachers and students.
·
Visual Thinking and Concept Mapping Software-
Allows teachers and students organize and outline their ideas visually on a
computer. Inspiration Software, Inc. has created three highly flexible visual
thinking programs. Tools in these programs include graphs, symbols, charts,
voice, and other organizing devices, that are catlysts for creative self
expression by students.
o
Kidspiration- Elementary students
o
Inspire Date- Middle and High school students
o
Inspiration-High school and adults
·
Computer Games as Learning Resources- Computer
games are computer, video and web-based game software applications that are
immediately popular among children and adolescents today. Computer games and
simulations range from relatively simple programs to highly interactive and
dynamic multimedia experiences where the users have multiple ways to interact
with the computer.
o
Computer games share six basic characteristics-
§
Rules
§
Goals and objectives
§
Outcomes and feedback
§
Conflict/competition/challenge/opposition
§
Interaction
§
Representation or story
·
Skills Learning Games- Use elements of game play
to involve in learning academic material.
·
Virtual Words and Digital Games-
o
Virtual Worlds are online computer based
environments where users adopt online identities (avatars) and interact with
other game players. Virtual worlds however do not always have game structure
with formal rules, specific outcomes, or defined winners or losers. Sesame
Workshop would be a great example of an Education virtual world.
o
Digital games for learning is a computer and
web-based game that is designed with educational rather than entertainment
goals in mind.
The information in this area is vast. As teachers we should
continue to educate ourselves in technology and digital learning.
Now let’s talk about the Tech Tool. There were only two in
this chapter and I felt that while the second one had great information and
worth reading and learning about, I chose the first tech tool.
Tech Tool 7.1
Discovery Learning using Squeak and Scratch
www.squeak.org
Scratch is an electronic toolkit that enables students to make their own games, animated stories and interactive art.
http://scratch.mit.edu
As you can see with the information and videos that this chapter is full of information, that included here and as I said before there is much more in this chapter that I would love to share. Using the technology in the classroom is becoming more and more prominent and accessible to us. Knowing how to use this technology inside the classroom is essential. Knowing the different types of technology and how to use it will help me as a teacher.
As we come to a close of yet another week and another chapter, enjoy and until next time!
Chau
Textbook - Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2011). Transforming Learning with New Technologies. Boston, MA: Pearson Education, Inc. ISBN:10 0-13-159611-X, ISBN:13 978-0-13-159611-5
Extensive view of the focus question and glad you looked into Squeak and Scratch - both interesting ways to build creativity. I wonder if you have thought about how you might use this type of software in your future classroom?!
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