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Ed.tech.ii chapter 6 (instructional software for classroom use)

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Ed.tech.ii chapter 6 (instructional software for classroom use)

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Ed.tech.ii chapter 6 (instructional software for classroom use)

  1. 1. INSTRUCTIONAL SOFTWARE FOR CLASSROOM USE CHAPTER 6
  2. 2. INSTRUCTIONAL SOFTWARE  Defined as computer programs designed to deliver instruction or to assist in the delivery of instruction on a specific topic. This type of software’s sole purpose is to support instruction and/of learning
  3. 3. 5 TYPES OF INSTRUCTIONAL SOFTWARE 1. DRILL AND PRACTICE SOFTWARE 2. TUTORIALSOFTWARE 3. SIMULATION SOFTWARE 4. ISTRUCTIONAL GAMES 5. PROBLEM-SOLVING SOFTWARE
  4. 4. DRILL AND PRACTICE SOFTWARE  Allows learners to work problems or answer questions and get feedbacks and correctness.  Provides opportunities for students to work on problems or examples one at a time and then receive feedback on their performance.
  5. 5. SELECTING CONTROL OVER the DRILL-and- PRACTICE ANSWER JUDGING GIVES APPROPRIATE FEEDBACK
  6. 6. BENEFITS IMMEDIATE FEEDBACK MOTIVATION SAVING TEACHER TIME
  7. 7. LIMITATIONS AND PROBLEMS PERCEIVED MISUSE CRITICISM BY CONSTRUCTIVENESS
  8. 8. TUTORIAL SOFTWARE  Act like a human tutor by providing the all information and instructional activities a learner needs to master a topic, information, summaries, explanation, practice routine, feedback and assessment.  Students access an entire instructional program on a particular topic. It is a stand-alone unit and does not supplement other instruction.
  9. 9. SELECTING Thorough user control Adequate answer- judging and feedback capabilities Extensive interactivity Appropriate pedagogy Appropriate graphics Adequate record keeping
  10. 10. BENEFITS OF TUTORIAL SRE TO DRILL AND PRACTICE LIMITATIONS AND PROBLEMS Criticism by constructivism Reflect only one instructional approach Lock of good products
  11. 11. SIMULATION SOFTWARE  Models real or imaginary systems to show how those systems or similar ones work or demonstrate underlying concept.  Educational software tools that simulate the live learning experience of the students.
  12. 12. SELECTING  There is a realistic and accurate representation of a system. Clear set of directions must be present in the software; models a real or imaginary system. Can model physical phenomena, procedures, and hypothetical situations. The impact of actions must be clearly seen.
  13. 13. BENEFITS  COMPRESS TIME  SLOW DOWN PROCESS  GET STUDENTS INVOLVED  MAKE EXPERIMENTATION OF SOFTWARE  MAKE THE IMPOSSIBLE POSSIBLE  SAVE MONEY AND OTHER RESOURCES  ALLOW REPETITION WITH VARIATIONS  ALLOW OBSERVATION OF COMPLEX PROCESSES
  14. 14. LIMITATIONS AND PROBLEMS  CRITICISM OF VIRTUAL LAB SOFTWARE  ACCURACY OF MODEL  MISUSE OF SIMULATIONS
  15. 15. INSTRUCTIONAL GAMES  Increases motivation by adding game rules and/or competition to learning activities to drill.
  16. 16. SELECTING  APPEALING FORMATS AND ACTIVITIES  INSTRUCTIONAL VALUE  PHYSICAL DEXTERITY IS REASONABLE  SOCIAL, SOCIETAL, and CULTURAL CONSIDERATIONS
  17. 17. BENEFITS  Games are more interesting than traditional instruction (Randel et al.,1992)  Retention of information is longer  Assists teachers to get students to focus on the topic  Makes learning more engaging and motivational (Ash, 2011; Corbert, 2010; Squire, 2005)
  18. 18. LIMITATIONS AND PROBLEMS  LEARNING VERSUS HAVING FUN  CONFUSION OF GAME RULES AND REAL-LIFE RULES INEFFICIENT LEARNING CLASSROOM BARRIERS
  19. 19. PROBLEM-SOLVING SOFTWARE  Teaches directly (through explanation and practice) the steps involve in solving problems.  helps learner acquire problem- solving skills by giving them opportunities to solve problem…  these are programs that focus on developing or exercising critical thinking skills by the user, rather than a specific academic discipline.
  20. 20. SELECTING  teachers should see to it that the software should be able to develop the skills of the students in solving various kinds of content- area problems. The software should also have the feature that would keep the interest of the students in moving on in solving problems. The problems should be challenging to bring out the level best in the students.
  21. 21. BENEFITS  promotes visualization in mathematics problem solving  fosters better understanding in visualization of abstract concepts  improves interest and motivation in doing problem- solving activities. This will allow students to become more active and impulsive problem solvers.
  22. 22. LIMITATIONS AND PROBLEMS  EFFECTIVENESS OF PROBLEM-SOLVING SOFTWARE  SUITABILITY IN LEARNING OF STUDENTS
  23. 23. SOFTWARE SUPPORT TOOLS The productivity software like word processing, spread sheets, presentation software, and the like, are helpful for both teachers and students in accomplishing their respective tasks in supporting and meeting the requirements of teaching and learning. SOFTWARE SUPPORT TOOLS ADVANTAGES  Improved efficiency and productivity  Enhanced product appearance  More precise and aptness of information  More support for collaboration
  24. 24. SOFTWARE SUPPORT TOOL CATEGOORIES 1. MATERIALS GENERATORS 2. DATA COLLECTION AND ANALYSIS TOOLS 3. GRAPHIC TOOLS 4. PLANNING AND ORGANIZING TOOLS 5. RESEARCH AND REFERENCE TOOLS 6. CONTENT-AREA TOOLS

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