Saturday 16 May 2015

3.4.4 EDUCATION SOFTWARE AND LEARNER ENGAGEMENT

Software is another word for programs written in programming languages. Instructional software is applications software designed specifically to deliver or assist with student instruction on a topic.
Instructional software is designated by the type of teaching function it serves; basically reflecting their basic five functions as:
 Drill and Practice Allows learners to work problems or answer questions and get feedback on correctness.
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.
Simulation Models real or imaginary systems to show how those systems or similar ones work or to demonstrate underlying concepts.
Instructional Game Increases motivation by adding game rules to drills or simulations
Problem Solving (a) Teachers directly  engage learners (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.
However, in light of current trends toward multiple-function software, for example, as with drill and-practice software, teachers can use games to help students acquire automatic recall of prerequisite skills.

 I have found the following principles of learning falling in tandem with what education software packages have to offer.

The behaviourist and constructivist learning theories
Drill and practice and the tutorial software functions reflect the behavioural and cognitive learning theories since these remain focused on directed strategies that grew out of these theories- delivering information to help students acquire and retain information and skills. Drill and practice software is not intended to teach new concepts, but instead to reinforce concepts already taught through review and practice. It provides immediate, relevant feedback and prevents students from learning something incorrectly. Drill and practice allows students to work at their own pace while focusing on skills they need to work on rather than forcing them to work on concepts they already know. Drill and practice can also help identify mastery of a skill for both the student and the teacher.

On the other hand, instructional software –simulation, games and problem solving was designed to support the more constructivist aims of helping students explore topics and generate their own knowledge.  Simulations offer more versatile implementation with a whole class, small groups, or individuals   because they instigate discussion and collaborative work.  Simulation can be used in place of or as supplement to role-playing — Many students either refuse to role play in front of a class or get too enthusiastic and disrupt the classroom. Computerized simulations can take the personal embarrassment and logistical problems out of the learning experience, make classroom role playing more controllable, and spark students’ imagination and interest in the activities. Also, many instructional games serve as the basis for or introduction to group work. In addition, some games can be played collaboratively over the Internet (e.g., via an Internet-enabled game console). A game’s competitive qualities can present opportunities for competition among groups.

Scaffolding learning
Instructional Software  create environments that support learners in the processes that they might find difficult in a complex task when it is not possible for a teacher to attend to each student in a class. Software tools can thus be used to prompt students to reflect, articulate, and complete the steps of a complex task in one of the two ways:  Structuring which scaffolds students by decomposing the task and guiding them through the steps of a complex task by providing prompts that help students with reflection and articulation, helping them move forward in a complex task.  Problematizing, on the other hand, involves having learners confront the complexity of the task by helping them focus on aspects of the task that need to be resolved. For example, in doing research, having students analyse their findings based on a theoretical framework forces students to think about the theoretical constructs that they should use in their explanations, supporting the notion of problematizing.
 Problem-solving software packages are specifically designed to scaffold students as they practice solving complex problems. For example, Geometer’s Sketchpad helps students draw objects and investigate their mathematical properties. Wiki software provides capabilities for collaborative problem solving by providing the necessary environments that enable   solving problems in small groups

Providing Active Experience
Instructional software provides an active experience for students by equipping students to independently organize their learning process instead of being passive recipients of information, students using instructional software become active users thus transferring some responsibility for learning to students, scheduling flexibility and use of alternative media such as digital games so students have the flexibility to direct their individual progress.

Theories –self-paced learning
Most drills are designed to allow self-pacing and personalized feedback. Whenever students have difficulty with higher order tasks ranging from reading and writing to mathematics this software can provide the instruction and practice the specific prerequisite skills that these students lack. In these cases, learning may require a rehearsal activity to make sure information is stored in long-term memory so students can retrieve it easily. Drills’ motivation, immediate feedback, and self-pacing can make it more productive for students to practice required skills on the computer than on paper.
  When students need to prepare to demonstrate mastery of specific skills in important examinations (e.g., for end-of-year grades or for college entrance), drill-and-practice software can help them focus on their deficiencies and correct them. Drill software serves mainly to debug and to help students retain their grasp of familiar concepts .Tutorials encourage   Students to repeat instruction on a topic after the teacher’s initial presentation. Some students may be slower to understand concepts and need to spend additional time on them. Others may learn better in a self-paced mode without the pressure to move at the same pace as the rest of the class. Still others may need a review before a test. Tutorials can provide self-paced instruction to address all these needs. Learners using simulations usually must choose tasks to do and the order in which to do them.

Student-centred learning and the theory of multiple intelligence
Instructional software presents content in multiple ways that aims to address the needs of the broadest range of learners by highlighting the importance of providing multiple means of representation, expression, and engagement in order to provide access for students who learn best in particular ways, as well as to deepen learning for all students. They provide multiple means of action and expression, to provide learners with options for demonstrating what they know.  They provide multiple means of engagement to tap into learners’ interests, offer appropriate challenges, and increase motivation. Tutorials addresses the needs of all students –slow or fast learners depending on how they learn. Tutorials can also form the basis of introducing material for a flipped classroom. Games provide appealing formats and activities.

What according to me is the most engaging type of educational software?
I find digital games as most engaging. My little girl has a Nintendo DS with games that keep her engaged in either cooking a dish- involving sorting, mixing, cooking, serving food or with Shrek where she has to unravel the Shrek mystery with the game proceeding gradually from simple to complex. I see the excitement of success and the concentration of struggle to achieve. Above all, I see learning.
Digital games can be computer-, game console- (XBox, PS3), or handheld-based (Nintendo DS, iPhone), and are defined by two key elements: an interactive virtual playing environment and the player pursuing a win-state (Salen & Zimmerman, 2003). Games are virtual worlds in which learners “play at” some role as they solve problems and make connections by learning to “think like” scientists, historians, journalists, soldiers, diplomats, or any other group that employs systematic methods of inquiry and problem framing in order to investigate the world. Groff, Haas, Klopfer, & Osterweil (2009) have observed teachers using games to get students to take on the role of scientist, engineer, mathematician, journalist, etc., and found that students developed the higher order thinking skills associated with those professions. Games also provide a way for teachers to meet students where they are. Gee (2005a) has proposed that games can provide kids with experiences that teach them valuable higher order thinking skills and some habits of mind that are very valuable in today’s post-industrial society. Gee (2005b) has demonstrated that game playing can help to develop users’ thinking skills, such as the ability to quickly process information, to review information and decide what is relevant and irrelevant, to process information concurrently from a variety of sources, to explore content in non-linear fashion, to become familiar with digital collaboration networks, to take a relaxed approach to play and problem solve by exploring, to form hypotheses, and to experiment.

 Successful implementation of digital games in the classroom must overcome a number of barriers, including school culture, pedagogical and technical support, teacher’s proficiency with technology and pedagogy, students’ technical proficiency, and resources. Teachers should spend time becoming familiar with digital games, especially the ones they want to use in their classroom, and collaborating with a colleague, either in person or online. Collaborating with another teacher who is interested in similar teaching methods is a good way to generate ideas and troubleshoot (Groff et al., 2009)