Chapter+3

**CHAPTER 3 [Group 1- Teaching with Instructional Software] **
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 * Instructional Software: Instructional software packages are computer programs designed specifically to deliver or support one of more kinds of learning activities.
 * Instructional software are computer programs designed to be used in the classroom or at home to help students learn or practice skills.
 * [[image:studyisland.jpg caption="studyisland.jpg" link="http://www.studyisland.com"]]

**Instructional Software programs can serve five functions**
 * Drill and Practice--students work example items, usually one at a time, and receive feedback on their correctness.
 * Tutorial--these provide an entire instructional sequence similar to a teacher's classroom instruction on a topic.
 * Simulation--these computerized models of real or imagined systems are designed to teach how the system works.
 * Instructional Games--these activities are designed to increase motivation by adding game rules and competition to learning activities. Famous programs are Math Blaster and Carmen Sandiego.
 * Problem Solving--these programs either foster component skills involved in solving problems, teach or provide practice in general approaches to problem solving, or teach or provide opportunities to practice solving various problems in specific content areas.
 * There are also Integrated Learning Systems, which offer computer-based instruction and other resources to support instruction, along with summary reports of student progress through instruction; all are provided through networked or online sources. They also offer assessment systems that help diagnose and remedy student deficits to help the teachers use the products effectively

**Examples of the software or technology**
 * Examples: Drill and Practice- Flash card Activities, Branching drills (the questions activities get more advanced as the student masters concept), Extensive feedback activities (students get more of a response than correct/incorrect).
 * Tutorial: Linear Tutorial (gives the same instructional sequence, explaination, practice, and feedback to all learners regardless of their performance), Branching (alternate paths depending on skill)
 * Simulation: Physical Simulations (manipulate items or processes represented on the screen), Iterative Simulations (speed up or slow down processes), Procedural (teach the appropriate sequence of steps to perform certain procedures), Situational (hypothetical problems)
 * Instructional Game:
 * Problem Solving: Content Area Skills (Often used for math and science), Content Free Skills (general problem solving)
 * Integrated Learing Systems


 * Benfits and limitations of each type of software or technology **

**Drill and Practice software** benefits include helping students rehearse to aid in rapid recall and use of basic skills. Key benefits: //Immediate feedback, increased motivation, and teacher time- saving.// Key limitations: //"Drill and Kill" technique used, because it contradicts student centered approaches.// **Tutorial software** benefits include the //self-contained pacing//, as well as //immediate feedback, increased motivation, and teacher time- saving.// Key limitations: Similar to the Drill and Practice software, //tutorials don't allow students freedom to create their own projects, there is a shortage of good products, and only one instructional approach is used; teachers use multiple approaches.// **Simulation software** benefits are: //time is compressed, allowing students ability to have long-term experiences in a shorter time, time can be extended, allowing dissections and analysis of things that ocurr rapidly, students get involved, experiments that might pose dangers are safely conducted, money is saved, impossible is made possible, repetition and observation of complex processes is made possible.// Key limitations: //"Dumb down" effect and lack of accuracy, misuse of simulations, lack of problem solving skill development opportunities.// **Instructional game software** b enefits are ... //FUN, FUN, FUN!// Limitations are many: //Winning a game is focus, rather than motivation for learning and inquiry. Also, game rules may not be societal rules, transference to nongame situations, learning inefficiency.//
 * Problem solving software ** benefits include //raising student interest and motivation and making knowledge and skills meaningful, because of real-life applications//. Key limitations: //Diveristy in language used in different software products, inflated software claims, and negative effects of directed instruction- each child learns and solves problems differently. No Socratic method approach here.//
 * Integrated Learing Systems ** ** software **//benefits are that they are standards-based and that they follow NCLB requirements. This makes them easily adaptable into curriculum. Limitations are related to cost, research on effectiveness and educator concern.//


 * How can the software/technology be used in the class? **
 * GoogleMaps is a free downloadable program where you can make interactive maps. This can be used for making a travel map from a story read, planning "vacations" for classes, see new lands (like if you're studying deserts, you can go to the Mohave)

 
 * Website resources:**
 * [|Earobics]
 * [|Google Earth]
 * [|Google Maps]
 * [|National Geographic Expeditions]
 * [|Online Vocab]
 * [|Super Kids]
 * [|Learning Company]
 * [|Online Labs]
 * // [|Dance Mat Typing]  //
 * [|Brain Pop]
 * [|District 46 Student Educational Links]

Example of a lesson plan for primary and middle school students.
 * 3rd to 5th Grade Lesson Plan Where in the World? [|Using a Geographic Perspective to Identify Destinations for a Class Trip]
 * Activity: [|Lewis and Clark Expedition: Create Your Own Adventure]