When determining to integrate technology into the classroom curriculum, it is important to consider which type of software is most applicable to the situation. According to Roblyer (2016) there are five main types of software to be considered: drill and practice, tutorials, simulations, instructional games, and problem solving software. Each type of software does have it's purpose within a classroom. However, if you were wanting the students to engage in higher level problem solving activities, having them use a drill and practice software would not be the most appropriate method.
In Language Arts there are a variety of different programs that can be utilized. At my current school, we have recently developed our iPad program to the point where teachers are now able to keep a set of devices within their classrooms at all times. Throughout the rest of this post, I will go through the five types and software and provide an example of this type of software and their relative advantage.
Drill and Practice Software:
One type of program that has proven incredibly popular is Kids A-Z, formally RAZ Kids. This program is compatible with any Internet browser, iOS, and Android devices. Kids A-Z allows teachers to assign their students tasks based on their reading level. Before moving up the students must read a variety of different books and answer a variety of quizzes. Teachers can also have students recording their reading of the story to analyze the reading fluency of their students.
Relative Advantage:
Without technology, the process of tracking student's reading level, can be an incredibly labour intensive pursuit. Kids A-Z makes the process easier by providing real time feedback to the teachers, which can be used and analyzed. Also, when reading stories aloud for reading assessments, students often get nervous and struggle. By allowing students to record themselves speaking, the students have the option of trying as many times as they wish before hitting submit.
Once the students are comfortable with using the application, the teacher is able to set it up as homework (providing students have access to a computer or mobile device at home) or possibly a station within the class. By having this as a station within the class, the teacher can provide simple instruction to the students, so that the students are able to complete the activities independently and the teacher can work intensely with another group of students.
Tutorial:
Brainpop and Brainpop Junior provide a variety of instructional videos on a range of topics including langauge. These services are provided at a cost and are avaialble using any Internet browser, iOS, or Android device. For each topic an animated video is provided which explains the topic in a fun way for the students. Recently Brainpop expanded upon their service and schools are now able to create accounts where they can track the activities of the students.
Relative Advantage:
When students watch the Brainpop videos, they are engaged and remember the facts presented to them. Since the videos are made from a reliable source, the content is not only appropriate for students but accurate as well. Brainpop also provides accurate closed captioning on all of their videos for people wish to use them. This is useful for some students who have difficulty understanding material orally.
Brainpop is videos are great for whole class instruction on a particular topic or for students use during research projects.
Simulation:
When thinking about Language Arts, simulations aren't necessarily they type of software that comes to mind. However, Language Arts skills like reading, comprehension, and analytical skills are essential for students to succeed using this type of software. For example Simulation Explorer, while science focused, does require students to demonstrate their skills.
Relative Advantage:
Simulations in general allow people to explore situations digitally that they may not be able to in real life. In the case of a Simulation Explorer, students are able to conduct a variety of science experiments and see what happens when a variety of variables are altered.
If an educator is looking for a simulation that only target Language Arts outcomes, I believe that it would be very difficult. I would encourage looking for transdiciplinary connections in different subjects as I did in this section with science and language.
Instructional Games:
Games in education have come to the forefront in the past several years. Games can take on many different forms. Minecraft in particular has captured the hearts of students and the creativity of many different educators. Minecraft is a sandbox game which allows users to create a world to their desires. For example, a teacher could create a world and have the students build a home the main character would live in or create a quiz where each answer transport them to a different area. The ideas of endless with this type of game.
Relative Advantage:
The main advantage for this type of software is that the students are quickly and easily engaged. However, teachers need to take in a variety of different concerns when considering using instructional games:
- Is the game the most appropriate approach for the topic?
- Is the game appropriate for the age group?
- How easy is the game to manipulate?
- Is there a cost?
Problem Solving:
Problem solving software is popular within science and mathematics. However, the skills necessary to accomplish goals in this type of program are also applicable to Language Arts. For example, Code.org allows teachers to assign students to a variety of different courses which focus on teaching the basic elements of coding. Each course is broken into several different levels. In order to pass each level, the user must write the code that will successfully complete the objective. While coding may seem more geared towards computer skills, there are a variety of key language skills that students must demonstrate: logical thinking, reading and understanding directions, and problem solving.
Relative Advantage:
One key advantage to using problem solving, is the ability for students to try repeatedly in order to achieve their goals. This allows the students to try until they are successful in their goals.
The list provided by Roblyer emphasizes programs that are typically created with a specific educational goal mind. However, current trends in educational technology place a strong emphasis on creation. Programs like iMovie, Puppet Pals, and Book Creator all enable students to create digital stories and demonstrate a variety of skills but are difficult to place in the categories given by Roblyer. Therefore, it could be argued that a category which encompasses creative programs is necessary.
References
Roblyer, M.D. (2016). Integrating educational technology into teaching (7th ed.). United States: Pearson Education, Inc.
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