Monday, May 23, 2011

Week 3- Instructional Software


Arthur Clarke somewhat recently stated that ‘any sufficiently advanced technology is indistinguishable from magic’.  For any instructor who has successfully integrated technological resources within their classroom and seen the cold, hard evidence of a student’s successful mastery of a skill or concept (rather it be through test scores or ‘the look’ in a student’s eye when they really ‘get it’), this quote couldn’t ring more true.  In order to effectively educate today’s youth, educators must lead the relentless attack toward bridging the gap between technology and the classroom. 
Many of us agree that most of our students are at least somewhat computer savvy, regardless of age (with the exception of very young children) or socio-economic status.  If it has an ‘on’ button, they can figure out how to maneuver it.  If it has a screen that lights up, they will be interested.  As evidenced in the video “Schools Use of Games for Learning and Assessment”, educational technology has the potential to become as routine and commonplace within the classroom as the traditional pen and paper.  Therefore, the integration of technology and education seems like the next natural step toward the future of education.
It has been long established by educators that different people learn in different ways.  Consider this:
even as adults we’ve all noticed how the instructions to put together that entertainment stand or patio furniture most often provide both written and diagram versions.  One may even call the toll free number provided if verbal instructions are needed. 
So… why should students be limited to specific types of instruction? 
They shouldn’t, and educational technology such as instructional software programs and online activities provide educators with a direct outlet to more effective, differentiated instructional practices.  The integration of technology within the classroom has countless benefits.  To begin, educational technology allows students of all levels and capabilities the opportunity to become active participants within their learning experiences.  Through interactive 3-D activities and games like those shown in “Schools Use of Games for Learning and Assessment”, technology assists teachers in capturing and sustaining a student’s interest in learning.  Other educational programs, such as instructional software, provide teachers with the opportunity to ‘tailor’ a lesson to a student’s individual needs and abilities.  This tool proves especially useful when working with lower achieving students in need of self paced instruction or additional practice or ‘Digital Natives’, such as Sam from the video “Digital Youth Portrait: Sam”, who enjoys learning through the use of technology.  Technology also allows instructors to address the notion of higher-order learning through its ability to expand upon a given concept or idea with programs that encourage active exploration and self discovery.  Within my experience I have noticed that students crave immediate feedback, which ultimately leads to an increased sense of self motivation and encouragement.  Instructional software and other educational programs frequently provide students with instantaneous and often detailed responses.   
But with every action, there is a consequence, or reaction, and educational technology is no exception to the rule.  Potential pitfalls include the over-reliance of a student’s need for visual stimulation as a key contributor for their source of motivation and interest.  Teachers must also take care in choosing programs, assuring learning materials are appropriate, instructions are clear and the educational value is evident.  Failure to identify possible limitations or problems within a chosen program can lead to confusion and inefficient learning.  However, despite impending restraints, the integration of technology proves a great asset within the educational system, and whether we like it or not, seems here to stay.         

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