|
Online edition of India's National Newspaper Saturday, July 14, 2001 |
|
Front Page |
National |
Southern States |
Other States |
International |
Opinion |
Business |
Sport |
Miscellaneous |
Features |
Classifieds |
Employment |
Index |
Home |
|
Features
| Previous
| Next
Choosing the right software
MALLIKA MANI
An awesome array of educational software is flooding the Indian
market. Most heads of institutions I meet wonder how to choose
the right software from the many sent to them for trial by
vendors. Parents too are lost among the stacks of titles in book
shops. In the article on critical literacy (Quest, May 14), we
looked at the basic criteria that should guide us in choosing and
evaluating websites. We also need guidelines to
choose educationally appropriate multimedia software for our
students. It is no mean task as the medium is comparatively new
and authentic reviews are a rarity.
As teachers we tend to be limited by the idea that skill
development can only be nurtured by the learning sequence laid
out in textbooks and workbooks. It is unrealistic to expect every
student in the classroom to learn the same way. Technology,
especially multimedia helps us reach out to students by tapping
their visual, auditory and kinesthetic modalities - at their own
pace.
Technology like any other innovation is a mixed blessing. But it
is here to stay. We need to understand and master the medium to
exploit its true potential. Some of the well-known educational
games demand high levels of thinking, quick decision making and
collaborative effort. None can deny that such software can be an
invaluable tool in the classroom to nurture creativity and higher
order thinking skills.
There are essentially three types of software:
1. Drill and practice 2. Tutorial 3. Learning games
Drill and practice software provide for the practice of content
already learnt whereas tutorial teach new information and provide
practice too. Ideally drill and practice programmes and
educational games software should follow classroom instructions.
Tutorials may precede a new topic introduction.
All three types of programmes have a place in the learning
process and contribute to skill development if used creatively
and wisely.
Selecting Software
Before selecting software for classroom use, we must know:
1. What skills the students need to develop.
2. The strategies they need to apply the skill.
3. Which software they need in order to apply the skill.
4. How to identify what the selected software can do that other
instructional strategy cannot accomplish?
For example, students who need to increase their reading skill
require graded authentic texts with tasks that demand reading
skills and comprehension. It should give them an opportunity to
infer and understand. Such students benefit from software that
has built in strategies to practice and apply this skill. Many
good software titles have a webbed design so that students do not
practice skills they have already mastered.
Evaluating Software
A good software for skill development should sequence skills from
easy to difficult and use graphics that are easy to identify and
have a purpose. The feedback must be precise and not over done. A
popular software has chiming bells, bursting balloons, exploding
fireworks or characters yelling " Well done!" - a classic case of
graphic designers going awry with the medium. Instead of positive
reinforcement, such feedback distracts learners and the novelty
wears off fast.
A good skill development software should also provide the
students with opportunities for using them in authentic contexts.
A classic example of a reading skill programme is M-SS-NG
L-NKS by Sunburst Communications. It helps students increase
their comprehension, make better use of context when reading,
appreciate style, build vocabulary and improve spelling. Seven
different puzzle formats are included besides 13 passages from
award winning children's books. Though there is not a single
extract from an Indian author's work, it includes passages on
topics as varied as planets, and ice cream. Thinking is simply
part of successful game play. Though comprehension questions are
not part of the design, comprehension skills are the key to
success with the activities. It helps the teacher set tasks that
combine skill, knowledge and application - that too in a child-
friendly format.
Interactive, not interpersonal
Educational software if selected carefully and used judiciously
can be a wonderful tool for enhancing learning. But we must
remember that though they may be "interactive", they are not
"interpersonal". It is person-to-person communication that
develops language and social skills. Hence a lesson plan must
have an ideal mix of online and offline tasks.
(The author heads SRIKRITI - The Teacher Education Centre and can
be reached at mallikamani@satyam.net.in)
Send this article to Friends by E-Mail
|
|
Section : Features Previous : A lesson well learnt Next : A philosophic approach | |
|
Front Page |
National |
Southern States |
Other States |
International |
Opinion |
Business |
Sport |
Miscellaneous |
Features |
Classifieds |
Employment |
Index |
Home | |
|
Copyrights © 2001 The Hindu Republication or redissemination of the contents of this screen are expressly prohibited without the written consent of The Hindu |
|