Instructional Software Defined
Instructional software is a general term for computer programs designed specifically to deliver instruction or assist with the delivery of instruction on a topic. (77) The relative advantage of using a particular instructional software in the classroom depends on how much better the digital resource might facilitate instruction over traditional ways. How much the teacher knows about using this software – and its approach to what’s being taught -- is absolutely critical to whether students will use it effectively. And if administration isn’t on the tech bandwagon too, then the teacher may end up rehearsing a solo gig, and the innovation won’t be accepted.
Whether you’re a behaviorist or a constructivist, instructional software can:
Many shareware options are available at http://www.educational-freeware.com/ Below are links to resources for teachers looking for high school English and Spanish instruction, along with a brief definition of the purpose of the tool and its potential use.
Whether you’re a behaviorist or a constructivist, instructional software can:
- remedy identified weaknesses or skill deficits
- promote skill fluency or automatic recall,
- support efficient, self-paced learning or review of concepts.
- foster creative problem solving and metacognition
- build mental models and increase knowledge transfer
- enhance group cooperation skills
- address learning style preferences (69).
Many shareware options are available at http://www.educational-freeware.com/ Below are links to resources for teachers looking for high school English and Spanish instruction, along with a brief definition of the purpose of the tool and its potential use.
Five Things Instructional Software Can Do:
Drill and Practice -- Allows learners to work problems or answer questions and get feedback on correctness. Direct instruction only. Relative advantage is that software can be individualized to each learner’s needs, and mobile apps easily can be accessed for the recommended 10-15 minutes per day.
Tutorial -- Acts like a human tutor by providing all the information and instructional activities a learner needs to master a topic: information summaries, explanation, practice routines, feedback, and assessment. Direct instruction support gives students detailed reviews of skills and advanced students may surge ahead.
Simulation -- Models real or imaginary systems to show how those systems or similar ones work or to demonstrate underlying concepts. Replaces or supplements real-life experience with understanding about complex topics.
Instructional Game -- Increases motivation by adding game rules to drills or simulations. Cognitive reinforcement of concepts being formed and deepened within the brain’s neural structures. Constructivist approach, usually best in groups.
Problem-solving Software -- (a) Teaches directly (through explanation and/or practice) the steps involved in solving problems or (b) helps learners acquire problem solving skills by giving them opportunities to solve problems. Direct instruction and constructivist support for theories students have yet to put into practice, and leads students through concrete application of discrete skills.
Reference:
Roblyer, M.D. and Doerling, A.H. (2013). Integrating Educational Technology into Teaching (6th Ed.). Allyn & Bacon.
- http://www.superkids.com/aweb/tools/words/ Drill software choices for building 12th-grade vocabulary, including mobile apps
Tutorial -- Acts like a human tutor by providing all the information and instructional activities a learner needs to master a topic: information summaries, explanation, practice routines, feedback, and assessment. Direct instruction support gives students detailed reviews of skills and advanced students may surge ahead.
- http://www.greatsource.com/iwrite/students/s_grammar_hndbk.html iWrite by Houghton Mifflin: Research-based and effective resources to help K-12 students become better writers, thinkers, and learners, including the New Generation of the popular Write Source writing programs.
- Tech in the Classroom: Rosetta Stone Rosetta Stone is an engaging, award-winning second-language program that correlates to state and national standards.
Simulation -- Models real or imaginary systems to show how those systems or similar ones work or to demonstrate underlying concepts. Replaces or supplements real-life experience with understanding about complex topics.
- http://www.thinkingworlds.com/?page_id=7#animations Simulation program with education demos. It’s possible to create a story game.
- http://www.educationalsimulations.com/lesson_plans.htm
Instructional Game -- Increases motivation by adding game rules to drills or simulations. Cognitive reinforcement of concepts being formed and deepened within the brain’s neural structures. Constructivist approach, usually best in groups.
- http://www.games2train.com/site/html/gamesfirst.htm templates into which you put your own questions using the site editor. Content created for oone game works in all the games. Nine games can be played online with no password. Teachers can track results with “Certifier” option.
- Classroom "Jeopardy!" Using any other digital projection device, teachers can transform their classroom into the set of the television show “Jeopardy!” Also at http://www.superteachertools.com/jeopardy To use in place of worksheets and exercises, to teach cooperative group working skills, and to use as a reward.
Problem-solving Software -- (a) Teaches directly (through explanation and/or practice) the steps involved in solving problems or (b) helps learners acquire problem solving skills by giving them opportunities to solve problems. Direct instruction and constructivist support for theories students have yet to put into practice, and leads students through concrete application of discrete skills.
- Mind mapping http://argumentative.sourceforge.net/index.html Helps students structure logical reasoning for persuasive writing or speech-making
- Video game making lesson plan http://www.adrianbruce.com/computers/video_gaming/video_game_assignment.htm with a choice of game maker software http://www.adrianbruce.com/computers/video_game_making.htm
Reference:
Roblyer, M.D. and Doerling, A.H. (2013). Integrating Educational Technology into Teaching (6th Ed.). Allyn & Bacon.