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The Good, the Bad, and the Useless: Recognizing the signs of quality in educational software. By Patricia Brogan.

W alk down the aisle of any computer store or thumb through any educational materials catalogue, and you'll see lots of educational software for children. Choices range from popular titles geared to grade level -- such as The Learning Company's Reader Rabbit series and Knowledge Adventure's Jump Start series -- to software devoted to specific disciplines like biology, math, writing, or foreign language skills. How can you assess the quality of the software?

Consumers often associate quality with price, and there is some validity to that assumption. If the software is free or inexpensive, chances are the investment to create it also was small. The challenge for educators is to be clear about the role the software will play. Will it provide the actual instruction? Or will it supplement classroom instruction? Is the goal to provide practice to reinforce rote learning, or is it to provide information? Different answers to each of these questions would result in different criteria for evaluation.


The promise of online learning

The majority of educational software available today is designed to complement other forms of instruction. This is often referred to as "drill and practice" software (or "drill and kill" software, as instructional designers facetiously call it). For applications in which the subject matter needs to be mastered through memorization of facts or replicable patterns, this type of software can be useful in reinforcing knowledge.

But in my experience, the best potential use of computers for learning lies in adapting the software to the learner's goals and knowledge. The computer can find out what a student knows and provide instruction matched to the student's needs and learning styles. Personalized learning can yield many benefits. It can provide a patient, always available coach. Instruction can include customized navigational paths and multiple forms of media.

Realizing the promise of online learning remains elusive, however, since there are few programs that can provide an adaptive -- even a programmed adaptive -- learning environment. Adaptive learning research from the world of artificial intelligence has not yielded any practical innovations that have been applied to instructional software. Instructional designers still need to think through the different paths students might follow through a software program and then apply these "branches" in the software so the students can select from possible pre-scripted interactions.

Ultimately, we will be able to create software that will offer instruction on demand, to be delivered to students whenever and wherever they need it, via wired or wireless Internet connections. Efforts to define software standards are progressing so developers can now develop content that can be used in various teaching and learning systems.


Guidance for software selection

While you wait for the brave new world of educational software, there are ways to evaluate the current software on the market. Here are some points to consider:

Information is not instruction. Making good-quality information easily accessible can provide enrichment for education. Multimedia encyclopedias, dictionaries, and other sources of information are useful tools to students in the classroom and at home. Understand what the software is, and what it is not, and buy accordingly.

True instructional software includes interactive tutorials, exercises, engaging simulations, and assessment. Instruction should be designed with explicit learning goals and a visible scope of content -- that is, it should be clear what the instruction will cover and what students will learn as a result -- though the sequence in which elements of the content are presented should be adaptable to different students' needs. Lessons should contain both instruction and forms of interactions that allow students to apply what they've learned. Ideally, the course's structure will be tailored to the students, either by allowing them to control the flow or by having the software adapt to a series of interactions.

If the software is designed to provide only practice exercises, make sure that the exercises relate to the topic and that supporting feedback and resources provide instruction when students don't answer correctly. In all cases, software should clearly reinforce correct answers and provide feedback for incorrect answers.

Simplicity matters -- in screen design, font, and color. Software frequently is designed to include a combination of information and instruction. Often, the result is screen clutter. Look for screens that use colors that enhance the material and don't use too many different font types and sizes.

Graphics should enhance content. Using spinning globes or other glitzy graphics because they are cool just doesn't cut it. The graphics need to be relevant to the subject matter as well as to the learner, and they should be well-designed and displayed in an uncluttered format. Gratuitous animations can derail the learner's attention.

Navigational designs should work intuitively for novices and experts alike. Good instructional applications combine flexibility and control, depending on the learner's style and learning objectives. Menus offer flexibility in organization, yet they can be overused and can slow down experienced users. Commands help speed through applications, but the integration of commands, icons, and menus needs to be carefully orchestrated so as not to deliver a confusing and cluttered interface.

Icons should be intuitive. Obvious quitting options are important. Many CD-ROM developers do not provide obvious ways to quit the application, forcing people to use control-alt-delete to end the program. Look for materials that are created in consumable chunks, yet still flow. Most instructional software is created in lesson sizes that are larger than most learners' attention span. Hyperlinks can be very valuable in providing a robust framework that allows users to fill in gaps in knowledge.

Interactions should engage the student and be valuable to instruction. Good interactions include drag-and-drop types, in which the learner has to do something, and simulations, in which the learner must manipulate an object and then see the result. Questions and assessments also provide opportunities to engage students.

Delivery options can influence performance. Students expect Nintendo-like responses to every click of the mouse. If you are considering software on a CD-ROM, chances are you won't have to worry about performance unless you will run the software on a slow computer. For Internet-based applications, remember that different users have different expectations for performance, and different web browsers and modes of Internet access produce different results. If you are going to use an application that contains extensive use of graphics, make sure the bandwidth can handle it. Slow applications are frustrating. The same is true with interactions: Feedback should be instantaneous and relevant.

Assessments should be well designed and should support instruction appropriately. Assessment can play a powerful role, from providing learning plans for individual students to evaluating their performance. Look for types of assessment that promote thinking, not guessing. Feedback should be tailored to the answer. For incorrect responses, the correct answer should be presented along with further information or instruction about the specific topic. Because computer-based assessment depends on the user's typing skill, an incorrect answer might mean that the student knows the correct answer but has made a mistake in typing. For that reason, students might be given more than one opportunity to answer questions. Assessment should not frustrate the learner.


Recognizing quality

Most of the educational software titles available in retail stores don't offer high-quality instruction, though many contain good information, and some offer engaging practice. An example of educational software that does provide a well-integrated teaching and learning environment is the award-winning Interactive Mathematics software from my former company, Academic Systems, a division of Lightspan, Inc.

This software includes more than 400 hours of mathematics instruction on topics ranging from pre-algebra through college algebra. It is typically used in a computer lab or by students in a distance-learning class. The software was created by educators with a focus on instructional goals, ease of use, and use of multiple forms of media, including extensive use of audio. It is now in use by more than 200,000 high school and community college students and has proved to be a powerful instructional aid. Sidebar: Principles of good instructional design

A screen shot from Interactive Mathematics remedial algebra software illustrates many of the principles of good instructional design. Note that the screen is not overcrowded and cluttered. Navigation arrows in the lower right-hand corner let students move forward or backward easily. Giving students too much flexibility in jumping around from topic to topic has some drawbacks, though. Students can get confused or lost and might go on to a new topic before finishing the current one. The "done" button in this example clearly indicates that students should press that button when they are finished before moving on.

Engaging students is important. Thanks to video games, students expect to see immediate results on the screen. In this example, students enter different values, and the results are shown on the graph. This approach has a number of benefits: It creates a visual connection between the input and the result; it gives students a sense of control by allowing them to select the input; and it provides reinforcement through an immediate response.

The software is personalized in several ways. The name of the student at the bottom of the screen lets the teacher identify the user. In addition, the curriculum is created on the basis of students' performance on pretests, which are used to generate customized learning plans. Students' answers are fed back to a management system, so teachers can see how students are progressing and deliver instruction where it's needed.

Underlined words in the text link to a glossary, allowing students to get information about specific concepts. Additional links are displayed through icons in the bottom left-hand corner. The speaker icon lets students turn the audio off or on; the book icon links to a homework book; and the flowchart icon lets students see where they are in the lesson.

The navigation bars on the top and side are clean and straightforward. All the modules in this software package use the same navigational approach, so students and instructors can easily understand what is included in each section. The navigation includes various forms of interactions, such as buttons and sliders that let students manipulate variables.

Finally, by relating abstract algorithms to everyday situations, the software helps students understand the relevance of mathematics to today's world. One geometry lesson, for example, involves planning a stage layout. Another exercise asks students to sell custom-made jackets to a department store that wants discounts based on the volume of units it purchases.

Plenty of other high-quality software applications are also available today, including applications created with such authoring tools and multimedia technologies as Macromedia's Flash. It can be hard to separate valuable education software from offerings that are glitzy but have little substance. But being prepared and knowing what you want before you shop can save you and your district time and money -- if you look beyond the glitter and focus on sound instructional design.


Patricia Brogan is vice president of education at Macromedia, in San Francisco, and an adjunct professor at Santa Clara University, Santa Clara, Calif. Macromedia's e-learning innovations awards can be seen at http://www.macromedia.com/solutions/executive/learning/innovation.

Copyright © 2001, National School Boards Association. Electronic School is an editorially independent publication of the National School Boards Association. Opinions expressed by this magazine or any of its authors do not necessarily reflect positions of the National School Boards Association. Within the parameters of fair use, this article may be printed out and photocopied for individual or educational use, provided this copyright notice appears on each copy. This article may not be otherwise linked, transmitted, or reproduced in print or electronic form without the consent of the Publisher. For more information, call (703) 838-6739.

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