Choices. The volume of apps and software available to support student learning is mind boggling. As a school administrator, I’m bombarded by emails and phone calls from software companies asking me to look at their product and believe their claims that they have the *best* solution for my students and teachers. I’m sure some of them are good, but with limited resources (including time), it’s hard to take a careful look at all of them. I guess that’s what summer is for!
Historically, instructional software and apps could be broken into five types: drill and practice, tutorials, simulations, instructional games, and problem-solving software. Each type fit a particular need for teachers and students. Increasingly, software developers are creating programs that blur the lines between the types, or claim one type while actually serving the function of another. Below is some clarification of what these types of instructional software represent, as well as some examples.
Drill and Practice
Drill and practice are the repetitive activities that cement new information into a learner’s mind. It should take place after instruction as a reinforcing activity (Roblyer, 2016). Most drill and practice programs provide immediate feedback in the form of either a simple right/wrong indication, or more detailed information about the correct and incorrect answers.
SpellingCity is a drill and practice program that allows teachers to create lists of vocabulary words for students to study. There are a variety of games that can be used to test vocabulary definitions and spelling. SpellingCity has both free and paid versions.
Tutorials
Tutorials provide step by step instruction, usually in a linear manner. One benefit of tutorials is that provide the learner with the ability to pause, review, or skip ahead, according to their needs (Roblyer, 2016). Tutorials can be as simple as a video of someone explaining as they solve a problem on a whiteboard, or as complex as a detailed animation of a process taking place at a cellular level. Increasingly, drill and practice software includes elements of tutorial, when it provides a “how to” video after incorrect answers.
The
Make Me Genius video channel on YouTube provides direct instruction on scientific concepts for elementary age students. These videos have a distinct accent from India, but contain exceptional information with high level academic vocabulary.
Simulations
A computer simulation is a digital model of a phenomena or environment that allows the user to interact with various components to change the outcome. A simulation is often used when access to physical manipulatives is inappropriate, expensive, or dangerous. Simulations may be used as a follow up to a “wet lab” in order to provide students with additional experiences, without the need for additional lab supplies.
PhET from Colorado University has many HTML5 simulations that model a variety of processes, mostly physical science, appropriate for elementary school. The simulations give students an opportunity to explore relationships such as between gravity and orbits, or forces and motion.
Instructional Games
Instructional games have specific rules and competitive elements designed to engage and motivate students. In elementary science, there is a great deal of overlap between simulations and games. Many games simulate specific experiences, while building in scoring, badging, or competitive elements. Other games, such as the
Magic School Bus games, provide an element of gamification while reviewing some basic science concepts, in what is essentially an online worksheet activity.
Problem-Solving Software
Problem-solving software is that which engages students in critical thinking, decision-making, hypothesis testing, and ultimately generation of a solution. Most problem solving software includes elements of tutorial and simulation, and may include a game-style interface as well.
In elementary science, robotics tools such as
Logo,
Lego Mindstorms, and
Sphero provide a problem-solving environment.
Regardless of the type of software being considered, the most important question for educators needs to be whether the software, program or app will deliver on its promise to improve learning. Not every software is appropriate for all students at all times: a program like
Quizlet is an excellent way for students to practice their vocabulary in a collaborative environment, with elements of gamification to keep students’ interest, but won’t teach or reinforce concepts.
National Geographic videos provide outstanding instruction in scientific topics, but in isolation won’t build higher order thinking skills. The right tool at the right point in a lesson is crucial, and teacher must always keep the “end game” in mind when selecting instructional software.
Roblyer, M.D. (2016).
Integrating educational technology into teaching (7th Ed.). Allyn & Bacon.