Some products are tools – developed
to support learners and teachers in their respective roles.
They are relatively “content free”, making no specific reference
to a topic or curriculum and focusing rather on facilitating the
development of content by teachers or learners. Examples
of these products reviewed in the sample include:
Clicker,
which is a simple word processor:
It contains grids of words, sounds and pictures
that help the learner to read and write his/her own material.
Because there is no specific content, the programme can be used
across the curriculum. It supports writing generally, but will
support spelling by reading out the words and allowing the learner
to self-correct, and grammar. Word banks for maths, science and
any other topic with which the learners are busy can be built
up. (Rimmer: Clicker)
Inspiration,
which is a mind-mapping tool:
This program aims to help learners’ mind-map
concepts and learn by graphically representing their ideas in
mind-map or concept map format. You can use the software to help
learners draw relationships between various objects, ideas or
concepts. By drawing a mind-map or concept map of an idea they
talk, think and internally process an idea.
Kidspiration,
which is a similar to Inspiration but for younger children:
Kidspiration is a tool that teachers can use
in almost any area of the curriculum. Its main objective is to
use visual learning to help the learner organise ideas to develop
good thinking skills. It helps the learner brainstorm ideas using
pictures and words, organise and categorise information, create
stories, poems or descriptions using pictures, and express his/her
ideas in visual maps or webs. Each picture or map is supported
by a written activity, and any changes made on the map will be
reflected in the writing and vice versa. The pictures are categorised
into topics such as school, science, animals and people. The software
allows for the learner to hear the words read aloud or to record
their own words. All other menus, buttons and text are audio supported
to help young learners read and find their way around. This programme
is a wonderful tool to have in the classroom, as it encourages
the learner to plan, map, organise and create ideas and to develop
strong thinking skills, in whatever area of the curriculum it
is used. (Rimmer: Kidspiration)
My World Africa
is another example of a tool that is used to design and make new
learning resources. It is relevant to both learners and teachers
as is evident in this review:
The focus here is to help the learner and the
teacher to use ICT as a tool to increase their productivity. Its
purpose is to provide the teacher with a vast library of additional
source material, help develop basic ICT skills and promote activities
such as discussion, sequencing and presentation of information.
My World Africa is an incredible collection of source material
that can be accessed by teachers, and learners from age 6 years
to school leavers alike. The material can be used across the curriculum,
and for many different activities. The teachers are able to create
worksheets to be printed out and used away from the computer,
or can create a screen to be worked on by the learners during
their computer time. Depending on the creativity of the teacher,
the screen could have sound, animation or video material incorporated
into it. One screen could be used to achieve many objectives.
For example: there is a given screen with pictures of fruit on
it. The learners could be asked to count the fruit by colour,
name the fruit by dragging and dropping the names, put a set number
of fruit in a box by dragging and dropping, write a story about
which fruit the learner likes or dislikes, discuss which fruits
are tropical or deciduous – the teacher could use this screen
in any number of ways, and make it appropriate for any age group.
For older learners, the programme provides useful ways of obtaining
and presenting information for a variety of topics and projects.
Further information can be obtained from additional CD-ROMS. The
programme allows for the learners to use video footage, sound,
animation and pictures to support their work. If the computer
has a microphone, the learners are able to record their own voice
to read their work. (Rimmer: My World Africa)
Other educational software products are
learning materials or resources themselves – developed to present
information in engaging ways to guide learners and teachers through
a pre-defined curriculum. They may be referred to as “content
rich”, presenting a series of topics, interactive activities and
assessment options.
Grammar Show
is typical of content rich software.
It is designed as a series of tutorials that
can be used for any grade from primary to high school where there
is a need to correct or learn grammar in the Language area. The
content of the CD includes the following:
- Nouns
- Simple verbs and sentences
- verb forms
- Adjectives and adverbs
- Pronouns and prepositions
- Sentences
- Standard English
The user has the opportunity to select an area
of grammar and then do a pre test before starting, or follow the
instructor. One can also select where one wishes to work. The
CD is divided into:
- Explanations - the teaching part
- Activities - the fun testing part with five
different types of game per topic
- Test - a global test at the end
- Teacher's section - diagnostics, progress,
teacher-student reviews, set password
- Scores - shows student scores
- Help - covers all the aspects above (Miller:
Grammar Show)
Master Maths
is a local example of content rich or tutorial-based educational
software.
The purpose of the software is to provide a
comprehensive system to teach Mathematics from Grade 3 through
to post Matriculation covering all aspects of Mathematics from
algebra, to trigonometry. It is a thorough Mathematics teaching
system which can be used in a computer laboratory by a teacher
with limited Mathematics ability. (Miller: Master Maths)
Some products are designed for use in
a laboratory and to facilitate tracking of learner progress.
Examples of products reviewed that have assessment tracking features
include:
Big Boet Jnr
Learner progress is tracked. The average of
the learner's work over a month in a particular learning area,
i.e. Thinking, Hand writing, Memory, Maths, Reading, is tracked.
The learning area does the tracking individually. The assessment
can be printed. (Miller: Big Boet Jnr)
Grammar Show
When using this software, one can log on as
an individual or as a group, and work as group or alone. Data
about individual or group scores are kept in the teacher's section.
In this the teacher has the ability to monitor each learner and
note the progress. A feature is that the teacher can even, in
a teacher-student review, call up details and exercises that the
student needs to repeat. The activities are not differentiated
by degree of difficulty.
HIV/Aids Literacy
Basics for Everyone
Full progress tracking is provided to learners
within the learning software. Everything is reported to a management
system backend that resides on a server and may be accessed in
summary or detailed form by educators / facilitators. Formative
assessment takes place throughout the learning experience in the
form of multiple-choice questions or a computer game. Summative
assessment is left to the facilitator / educator. Difficulty levels
do not differentiate the software. Teachers have comprehensive
results and learner progress reports available and can request
these through the backend management system. (Miller: HIV Aids
Literacy Basics for Everyone)
Literacy Bank
When the activity is completed, the learner
can check to see if he/she is correct. The learner can also use
a “show me” button if they are unsure of the answers. The “start
again” button allows the learner to have a second chance. A record
is kept of the learner’s progress, and this can be saved as a
TEXT file and printed out later. All teacher activities are protected
by a password. A certificate is available to the learner at the
end of each session recording scores achieved in the lesson. This
needs to be printed out before the learner logs off. (Rimmer:
Literacy Bank)
Some products are designed to build learner’s
memory retention or drill and practice in repetitive tasks. Mental
arithmetic is a good example of a skill that requires frequent practice.
Using software can be an engaging way to make sure that learners
are repeating many similar tasks.
Mental Maths 5 is designed with this purpose in
mind:
The focus here is numeracy skills, in particular
reinforcing strategies for doing mental maths. This software uses
athletic events to help sharpen the learner’s mental maths skills.
It uses events such as rowing, javelin, swimming and archery in
which the learner must complete the maths sums as quickly as possible.
The quicker he/she answers the higher his/her score. There are
three levels of difficulty, and many different mental calculation
strategies the learner can use. The animation is fun and interesting
and will hold the learner’s attention. (Rimmer: Mental Maths 5)
Maths Story
is a local example of a drill and practice programme:
The focus of the program is to build up early
mathematical concepts: addition, subtraction, multiplication and
division. The software is a drill and practice program. The software
can be used to compliment classroom activities, to consolidate
material taught in class. The drill and practice activities do
not replace the teacher but consolidate memory work. (Miller:
Maths Story)
Other products encourage exploration,
problem solving or creative thinking. Some of these products
provide a simulation of a virtual environment in which learners
must explore to solve a series of problems.
Mission
Control is an example of this kind of educational
software:
Mission: Control, Rain Forest 2 is a computer
modelling software application. A computer-modelling program is
one, which looks at a real-life situation on a computer, to see
how it looks and works in real life. It can look at a situation
any number of times, leaves no mess, is very adaptable, and if
you make mistakes no one gets hurt. When using computer-modelling
programs in the classroom it allows learners to try out ideas,
put them into action, observe the consequences, and then adapt
their ideas in the light of these observations.You would use this
program during a cross curricular period in the school day in
order to make them learn thinking and problem solving in a fun
way. (Rimmer: Mission Control)
The Model Shop
is another example of exploration and problem solving software.
The aim of The
Model Shop is to get the learners to think and
attempt to solve real-life problems in a simulated safe environment.
The program can be used in Language, Maths, Entrepreneurship,
Home Economics, Biology or Technology classes to explore an idea,
e.g. it is cheaper and quicker to cost a sandwich filling in a
spreadsheet than buying all the ingredients and making each sandwich.
This computer modelling software program is suitable for primary
and high schools to stimulate discussion and problem solving.
(Miller: The Model Shop)
Some software products are databanks of
information that can be used as a reference or kind of multimedia
encyclopaedia. Many of these are not designed specifically
for use in schools but have a wider appeal, for example
Discover Garden
Birds with Ken Newman is a virtual study with a
library of information about birds -
- what they eat, what they look like, how they
fly, how they live, the calls they make;
- where to find birds - in different habitats,
all over Southern Africa including game reserves;
- how to watch birds - identify birds,
using a field guide, using binoculars.
The software can be used from Grade 0 upward depending on how
it is used. It could be used as databank of information, aural,
video or print. (Miller: Discover Garden Birds with Ken Newman)
|