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COMPUTER BASED INSRUCTION

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Title: COMPUTER BASED INSRUCTION


1
  • COMPUTER BASED INSRUCTION
  • It will be helpful, to start with offering some
    definitions of Computer Aided Instruction
  • ( CAI ) and other kinds of learning activities
    involving computers.
  • As Kulik and Bangert ( 1985 ) point out "the
    terminology in the area is open to dispute".

2
  • The terms used by educators and researchers -
    computer-assisted instruction, computer-based
    education, computer-based instruction,
    computer- enriched instruction, computer-managed
    instruction are seem to be very confusing.

3
The following definitions are commonly
accepted(though certainly not the only)
  • Computer-based education ( CBE) and
    computer-based instruction (CBI) are the broadest
    terms and can refer to virtually any kind of
    computer use in educational settings including
    drill and practice, tutorials, simulations,
    instructional management,' supplementary
    exercises, programming, data base development,
    writing using word processors, and other
    applications (Banget, 1985 Batey, 1987
    Grimes,1977 Samson et. a1.s 1986 and Stennett,
    1985 ).

4
  • These terms may refer either to stand-alone
    computer learning activities or to computer
    activities which reinforce material introduced
    and taught by teachers.
  • Computer-assisted instruction ( CA! ) is a
    narrower tenn and most often refers to
    drill-and-practices tutorial, or simulation
    activities offered either by themselves or as
    supplements to traditional, teacher directed
    instruction.

5
  • Computer-managed instruction ( CMI ) can refer
    either to the use of computers by school staff to
    organize student data and make instructional
    decisions or to activities in which
  • the computer evaluates students' test
    performance, guides them to appropriate
    instructional resources, and keeps records of
  • their process.

6
  • Computer-enriched instruction ( CEI ) is defined
    as learning activities in which computers
  • (1) generate data at the students' request to
    illustrate relationships in models of social and
    physical reality.
  • (2) execute programs developed by the students.
  • (3) provide general enrichment in relatively
    unstructured exercises designed to stimulate and
    motivate students.

7
  • INTRODUCTION TO CBI
  • As the computer revolution continues, both
    education and training are being increasingly
    influenced by the presence of readily available
    computer resources.
  • Following is the rationale behind the use of
    Tutorials, Drills, Simulations and Games for
    educational purposes.

8
  • The first use of computers by educational
    institutions coincided approximately with the
    introduction of second generation computers at
    the end of 1950's.
  • About this time, larger universities began using
    computers for administrative purposes such as
    accounting, payroll and record keeping.
  • At the same time people began using computers
    for instructional research.

9
  • In the mid-1970's a few smaller computer
    companies began experimenting with micro
    computers. Unlike large and medium-sized
    computers they could be used by one person at
    time and were referred to as dedicated computers.
  • The introduction of these microcomputers ushered
    in the microcomputer revolution. Until this time,
    projects in CBI were the domain of large projects
    that had the funds necessary for expensive
    computers.

10
  • With the introduction of microcomputers, it
    became possible for the individual to buy one and
    start using it for educational purposes.
  • From 1977 to today we have seen phenomenal growth
    in the educational uses of computers. All
    colleges and universities even elementary and
    secondary schools have microcomputers.

11
  • The way in which computers are currently used
    for instruction are tutorials, drills,
    simulations and instructional games.
  • Tutorials
  • In the tutorial mode the computer provides new
    information and engages the student in a
    question-and-answer dialogue about the
    information.

12
  • In this role, the computer can help the student
    discover and integrate information, and route the
    tutee to new material or to remedial instruction
    depending upon the program's evaluation of the
    student's response.

13
  • While drill-and-practice software typically
    discriminates only right answers from wrong,
    tutorials can be built to deal with a wider
    variety of response,thereby heightening the
    instructional experience.
  • The major prerequisite for developing a
    successful tutorial program is, of course, that
    the algorithm for teaching a topic be defined
    clearly so that it can be programmed.

14
  • Drills
  • Drill and practice focus on the review or
    consolidation of an already acquired knowledge or
    skill.
  • It is therefore particularly applicable in
    curricular areas where specific facts need to be
    learned or skills developed, such as arithmetic,
    spelling, history reading, foreign languages, and
    sciences.
  • The drill-and-practice software format usually
    consists of a computer presented problem and a
    student entered answer.

15
  • Within this general design, a great variety of
    methods is used for indicating correct or
    incorrect responses, providing hints, branching
    students to different problems according to the
    correctness of their answers, and grading
    performance.
  • Some software of this type is capable of keeping
    detailed records of an individual student's
    performance.

16
  • Simulations
  • Simulations are built around models of physical
    or social situations.
  • The model, which necessarily simplifies the
    situation being presented, can be organized
    either as a pedagogical scenario or as a game
    with which the student interacts in order to
    accomplish certain goals (e.g., successfully land
    a plane, keep a nuclear power plant from
    experiencing an accident.

17
  • This instructional method can produce exceptional
    motivation and interest, and often provides the
    only practical, safe, or possible experience with
    a given situation.
  • For example, simulations can present experiments
    in genetics or radioactivity which for reasons of
    time and/or safety, cannot be conducted by
    students in the classroom

18
  • Instructional Games
  • Instructional games provide an appealing
    environment in which learners follow prescribed
    rules as they try to attain a challenging goal.
  • It is a highly motivational approach, especially
    for tedious and repetitive content.
  • Games often require learners to use problem
    solving skills or demonstrate mastery of specific
    content such as math facts and. vocabulary words.

19
  • Games include elements of competition or
    challenge wherein players compete against
    themselves, against other individuals, or against
    an objective standard.
  • Computers are but one element of the
    instructional environment, along with teachers
    and media. Thus, the computer may serve any
    combination of the four phases of instruction
    described above.

20
  • COMPUTER SOFTWARE
  • Software, also called a computer program or
    simply a program, is a series of instructions
    that tells the hardware of a computer what to do
    and how to do it.
  • For example, some instructions direct the
    computer to allow you to input data from the
    keyboard and store it in memory.
  • Other instructions cause data stored in memory
    to be used in calculations, such as adding a
    series of numbers to obtain a total.

21
  • Some instructions compare two values stored in
    memory and direct the computer to perform
    alternative operations based on the results of
    the comparison and some instructions direct the
    computer to print a report, display information
    on the monitor, draw a colour graph on the
    monitor, or store information on a disc.

22
  • Before a computer can perform or execute a
    program the instructions in the program must be
    placed, or loaded into the memory of the
    computer. Usually, they are loaded into memory
    from storage.
  • For example, a program might be loaded from the
    hard disc of a computer into memory for
    execution.

23
  • When we purchase a program, we will one or more
    floppy discs, one or more CD-ROMs, or single
    DVD-ROM on which the software is stored.
  • To use this software, we often must install the
    software on the computer's hard disc. Many
    programs also may be purchased and downloaded
    from internet.

24
  • Software can be categorized into two types
    system software and application software
  • SYSTEM SOFTWARE
  • System software consists of programs that
    control the operations of a computer and its
    devices.
  • System software is a connection between a user
    and the computer's hardware.

25
  • Two types of system software are the
    operating system and utility programs.
  • Operatin2 System
  • One of the more important programs on a computer,
    the operating system contains instructions that
    coordinate all of the activities of hardware
    devices.
  • The operating system also contains instructions
    that allow you to run application software.

26
  • When we start a computer, the computer loads or
    copies the operating system into memory from the
    hard disc.
  • He operating system remains in the memory while
    the computer runs and allows us to communicate
    with the computer and other software.
  • Many Macintosh computers use a unique operating
    system called the Macintosh operating system
    (MacOS). Many of today's PC's use a popular
    operating system called Microsoft Windows.

27
  • Utility Pro2rams
  • A utility program is a type of system software
    that performs a specific task, usually related to
    managing a computer, its devices, or its
    programs.
  • An example of a utility program is an
    uninstaller, which removes a program previously
    installed on a computer.

28
  • APPLICA TION SOFTWARE
  • Application software consist of programs designed
    to perform specific tasks for users.
  • When we think of the different ways people use
    computers in their careers or personal lives, we
    are thinking of examples of application software.
  • Educational, business, and scientific computer
    programs are all examples of application software.

29
  • Popular application software includes word
    processing, spreadsheet, database, and
    presentation graphics.
  • Word processing software allows us to create
    documents such as letters and reports.
  • Spreadsheet software allows us to calculate
    numbers arranged in rows an columns and create
    charts and graphs. Teachers and schools use
    spreads he et software for grade-books, lesson
    plans, and other school related tasks.

30
  • software allows us to store data in an organized
    fashion as well as to retrieve' manipulate, and
    display that data in a meaningful form.
  • With presentation graphics software,we can create
    electronic slides for use when giving classroom
    presentations.
  • Computer software manufacturers frequently
    package these four applications as a single unit,
    called a software suite.

31
  • software suite contains individual software
    applications sold in the same box for a price
    that is significantly less than buying the
    applications separately.
  • Many other types of application software exists
    that enable users to perform a variety of tasks.

32
  • Some widely used software applications include
    reference, education, and entertainment desktop
    publishing photo and video editing multimedia
    authoring network, communications, electronic
    mail, and Web browsers accounting school and
    student record keeping and personal information
    management.
  • The number and quality of software applications
    designed specifically for the K-12 learning
    environment have increased dramatically recently.

33
  • SOFTWARE SELECTION
  • The educational potential of technology shows its
    effect on the rapid adoption.
  • Computers and associated devices( e.g.,
    videodiscs, digitizing tablets, environmental
    probes) make possible educational experiences
    that were previously too costly, dangerous, or
    otherwise impractical to provide.
  • These and other influences are forcing educators
    to establish computer education programs.

34
  • In comparison with other educational programs,
    computer education is unusually costly to
    implement.
  • Not only computers must be purchased-a
    considerable capital investment in itself-but
    funds must be expanded for equipment repair and
    maintenance facilities modification, furniture,
    sofware, supplementary materials, teacher
    training and supplies, among other things.

35
  • The total cost of establishing and operating a
    computer education program can be daunting, and
    hardware is clearly only one element of that cost
    (Stecher, 1986).
  • The high cost of computer education demands that
    careful planning and systematic evaluation go
    into the development of any new program.
  • Without careful planning and evaluation, some
    very expensive mistakes can be-and have been-made.

36
  • When purchasing computers, school personnel all
    too frequently do not devote sufficient attention
    to software selection.
  • It is software that makes a computer more or less
    useful.
  • Software can turn a computer into a good or bad
    tutor, word processor, information retrieval
    device, mailing label generator, or any of a
    variety of other devices.
  • Thus, selection of appropriate software is
    crucial to making an investment in hardware pay
    off.

37
  • The process of selecting instructional materials
    for schools is often systematic.
  • Films, textbooks, worksheets and other
    materials, whether chosen by individual teachers
    or district committees, are typically selected
    with regard to the instructional objectives,
    student needs, preferred instructional
    approaches, budgets and other factors.

38
  • Frequently, during this process criteria are
    established, outside opinions are obtained,
    product samples are examined.
  • Since software can turn a computer into an
    instructional device, software, too, should be
    considered instructional material.
  • As such, its purchase should be undertaken with
    the same care and organization as are purchases
    of other instructional media.

39
  • SEVEN STEPS TO RESPONSIBLE SOFTWARE SELECTION
  • Below is an outline of a seven step process for
    responsible software selection
  • 1. Analyze Needs.
  • 2. Specify Requirements.
  • 3. Identify Promising Software .
  • 4. Read Relevant Reviews.
  • 5. Preview Software.
  • 6. Make Recommendations .
  • 7. Get Post-Use Feedback.

40
  • Step 1 Analyze Needs
  • The responsible teacher (or materials selection
    committee) should first determine whether or not
    the computer is the appropriate medium to use to
    satisfy particular instructional goals and
    objectives.
  • There is always the possibility that a careful
    needs analysis will result in a decision to use
    some other teaching-Learning strategy.

41
  • Needs Goals
  • A need is the difference between "where we are
    now" (e.g., 60 of the students in the ninth
    grade score above minimum competence on the state
    science test) and "where we would like to be"
    (e.g., 90 of the students in ninth grade score
    above minimum competence on the state science
    test).
  • "Where we would like to be" is another way of
    defining a goal.

42
  • Objectives
  • An objective describes "where we would like to
    be" in more specific terms (e.g., 90 of all
    ninth grade students will exceed the minimum
    level of competence on the state competency test
    administered in the second semester of ninth
    grade).
  • Objectives must include conditions under which
    the desired behavior will be demonstrated and the
    criteria for measuring that behavior.

43
  • Educational objectives help us respond to needs
    by breaking them into attainable steps, making it
    easier to get from "where we are now" to "where
    we would like to be.
  • "The educational objective stated above is a
    "terminal" objective which must be broken down
    into a series of "enabling" objectives (e.g., By
    October 31, 2003, all the ninth grade students
    will be able to correctly identify five out of
    seven minerals when shown them by the teacher.)

44
  • Enabling objectives identify specifically what
    behaviour we would like the student demonstrate.
  • For each enabling objective, the teacher (or
    materials selection committee) should brainstorm
    alternative learning methods for achieving that
    objective (direct student teacher interaction,
    self-instruction workbook, videotape,
    computer-assisted instruction, etc.).

45
  • After considering the benefits and constraints of
    each learning method, the teacher (or materials
    selection committee) should be able to make an
    informed decision about which medium or
    combination of media will satisfy the identified
    needs, goals, and objectives.

46
  • Step 2 Specify Requirements
  • If a careful needs analysis determines that
    computer-assisted instruction is one of the
    methods that will be used to meet identified
    instructional objectives, the teacher (or
    materials selection committee) should then
    specify the requirements for the computer
    software.

47
  • Factors to consider in specifying requirements
    for software include
  • Compatibility with available hardware.
  • Cost ( Will the school need multiple copies of
    the software?
  • (Will a site license be necessary?)
  • User friendliness.
  • Level of interaction desired.
  • Adequacy of documentation.
  • Access to technical support via toll-free
    number.
  • Direct correlation with the instructional
    objectives and curriculum requirements identified
    in the needs analysis.

48
  • Ellsworth and Hedley (1993) suggest that
    educators should apply the following criteria
    within the context of their objectives and the
    students' needs content instructional
    presentation demands placed on the learner
    technical features and documentation and
    management features.

49
  • Step 3 Identify Promising Software
  • If requirements are specified in detail, the
    teacher ( or materials selection committee) will
    have a good head start when it comes to
    identifying promising software.
  • There are many ways to identify promising
    software, and the responsible selector should use
    as many of them as possible.
  • Catalogs still remain an important source for
    descriptions of software.

50
  • Most district level educational
    communications/media centres are on catalogue
    mailing lists from virtually all software
    producers and wholesalers.
  • Software is advertised, described, and often
    reviewed in magazines and journals found in
    school, university, and public libraries.
  • The Educational Software Selector (TESS), a
    database containing descriptions and reviews of
    thousands of currently published educational
    software programs.

51
  • Teachers who have access to the Internet can find
    out software from other teachers by joining a
    listserv. Posting a question such as, "I am an
    eight grade science teacher and I am looking for
    interactive software for a PC environment that
    will teach my students how to. . . ." is likely
    to bring many responses.
  • The above are the few sources for identifying
    promising software.

52
  • The more precisely the requirements are specific
    in step 2, the easier it will be to screen out
    those products that are least likely to meet the
    user's.
  • specifications and easier it will be to focus on
    more promising products.

53
  • Step 4 Read Relevant Reviews
  • After a list of promising software has been
    identified (using the suggestions outlined in
    step 3), the teacher (or materials selections
    committee) may be able to narrow or expand the
    list by reading relevant software reviews.
  • It is very important to realize, however, that
    reading reviews should not take the place of
    previewing, described in step 5.

54
  • Software reviews may be found in educational
    journals, some of which may be identified by
    searching the
  • ERIC database using appropriate descriptors
  • ( e.g., software, selection, evaluation,
    elementary, secondary).
  • Evaluation services such as EPIE, subscribed to
    by many schools and public libraries, provide a
    database of selected software evaluations and
    reviews.

55
  • A visit to the library is an important part of
    responsible software selection.
  • Keep step 1 (Analyze Needs) and step 2 (Specify
    Requirements) in mind as we read the reviews.
  • It is also important to note the audience upon
    the review is based.

56
  • A software program may have received a poor
    review because it was tested with a different
    audience than the one we have in mind.
  • Reviews are more important screening tools when
    used as part of the entire selection process.

57
  • Step 5 Preview Software
  • The most effective way to judge whether software
    is appropriate or not is to observe students as
    they interact with the program.
  • Are the educational objectives achieved when the
    student uses the program? The responsible teacher
    should not purchase software without previewing
    it with his or her own students.

58
  • Preview as many programs as you can find that
    appear to meet the selection criteria.
  • Some software vendors will allow free preview of
    an entire program.
  • Some vendors will provide a free demonstration
    disc containing a subset of a larger program.
  • Some vendors will not allow preview without a
    purchase order, but will allow the teacher to
    return the program within a specified time limit
    with no financial obligation.

59
  • In some situations, a teacher may be able to
    borrow a program from another teacher for preview
    purposes.
  • As a general rule, if there is no way to preview
    software with the students - avoid that software.

60
  • Step 6 Make Recommendations
  • After potential software has been previewed, it
    is simple to make recommendations for purchase.
  • The responsible software selector should h able
    to
  • select the most desirable software after a
    systematic evaluation of
  • all alternatives in terms of educational
    objectives and constraints
  • establish a quantitative method for rating each
    alternative against the
  • selection criteria established in step 2
  • evaluate the relative importance of each
    selection criterion, (Le.,
  • previewing should probably rated relatively high
    in importance)
  • create a written record outlining the reasons
    why a.piece of software
  • is recommended or not recommended for purchase.

61
  • For software that is recommended for purchase,
    teachers should include suggestions for optimal
    use that might have become apparent during the
    preview period.
  • The written record, including the quantitative
    rating scale and the selection criteria, should
    be kept on file for future references.

62
  • Step 7 Get Post-Use Feedback
  • After software is purchased and used with
    students, it is important for the teacher to
    determine the conformance or discrepancy between
    all of the enabling objectives specified in Step
    1 and the student performance actually obtained
    using the chosen computer software.

63
  • The teacher should keep records on the relative
    extent to which each objective is met or not met
    not met .
  • Objective may be addressed by some other software
    program or by another teaching/learning method.
  • Post-use feedback can get a significant help to a
    school's systematic process of software
    selection,purchase and use.

64
  • The accumulation of user feedback, including
    anecdotal experience on the part of both teachers
    and students, will naturally serve to improve
    future needs analyses (Step 1) and all succeeding
    steps in a constantly improving software
    selection process.

65
  • A very basic evaluation form that can be used as
    a general guide for software evaluations for many
    software types and target audiences is given in
    the Appendix.
  • While using this form modifications might be
    needed depending on the students and topics
    intended to teach, as well as the experience and
    personal teaching philosophy of the teacher.

66
  • MORE ON EV ALUA TING SOFTWARE APPLICATIONS
  • When you identify a software package that
    potentially is suited to the' curriculum needs,
    we should evaluate the software for
    appropriateness, review the accuracy of the
    content, and consider its relevance to the
    curriculum standards and goals.
  • A rubric is a great tool for evaluating software.
  • A rubric is a detailed assessment tool that
    includes a set of evaluation criteria that
    specifies the required achievements for each
    'level of quality, which usually is identified by
    numbers or levels, or by points I earned.

67
  • Software evaluation rubrics help us evaluate
    educational software.
  • A software evaluation rubric is an assessment
    tool that provides a number of important
    evaluation criteria, including content,
    documentation and technical support, ability and
    academic levels, technical quality, and ease of
    use to help assess the quality of software or
    other items.

68
  • A two page Software Evaluation Rubric is shown in
    the next two following pages (Figure 1 and Figure
    2 ).
  • Many schools develop their own software
    evaluation rubrics for teachers to use, while in
    other schools, teachers create their own software
    evaluation rubrics.
  • The Web is a great resource for locating rubrics.
    Many different software evaluation rubrics are
    available on the Web for us to use or alter to
    fit our specific needs.

69
  • Content
  • When evaluating educational software, content is
    the most important area to consider.
  • When examining software content, we need to
    determine if the software is valid.
  • Valid means the software has well-grounded
    instructional properties, meets standards,
    provides appropriate content, and teaches what is
    intended.

70
  • Most software companies and distributors provide
    a description of the content and learning skills
    addressed for their software packages some
    software firms even match the skills the software
    teaches with specific curriculum standards and
    learning objectives.
  • When evaluating the contents of a software
    application, we should always relate them to our
    specific learning standards and curriculum goals.

71
  • Documentation and Technical Support
  • When evaluating software we should also consider
    the technical support and documentation the
    software offers.
  • Documentation is any printed or online
    information that provides assistance in
    installing, using, maintaining, and updating the
    software.
  • We should review the documentation for
    readability and depth of coverage.

72
  • Technical support is a service that hardware and
    software manufacturers and a third party service
    companies offer to customers to provide answers
    to questions, repairs and other assistance.
  • Companies usually provide technical support over
    the telephone or via Web.
  • Some firms even provide on-site support.

73
  • In addition to receiving the available
    documentation and technical support, we should
    also determine if any other kinds of support are
    available, such as clear easy-to-use aids and
    tutorials.
  • Some software companies, for example, provide
    instructor resource guides and lesson plans to
    assist integrating their software into curriculum
    areas.

74
  • Ability Levels
  • Educators need to evaluate whether the software
    can be used with more than one ability or
    academic level.
  • An ability level refers to a student's current
    competency level or the skill level he or she can
    achieve for a specific learning objective.
  • The academic level is based on the grade level
    with increments to determine if a student is
    performing at the appropriate level.

75
  • Several software applications, such as math and
    reading software adjust the academic level as
    students successfully move through specific
    skills.
  • Numerous software applications allow us to set
    the academic, or ability levels at which students
    are required to work.

76
  • Technical Quality and Ease of Use
  • Technical quality refers to how well the software
    presents itself and how well it works. Items to
    evaluate are the clarity of the screen design,
    appropriateness of feedback and student prompts
    and use of graphics, animations, sound, and other
    media elements.

77
  • Ease of use, or user-friendliness, refers to
    anything that makes the software easy to use.
  • Software should be easy for both teachers and
    students to use, while at the same time
    maintaining the students' interest.

78
  • Student options also play an important role in
    successfully integrating new technology. After
    the evaluation is completed, we may want to
    feedback from students by allowing them to use
    and test the software.
  • If students have difficult time working through
    exercises, they may dislike the program and get
    frustrated.

79
  • If the students dislike the software, they will
    not enjoy using it even though they learn.
  • This dislike will limit the effectiveness of the
    software in classroom use.
  • We must make sure that the software is easy to
    use and appropriate for the students grade and
    ability level.

80
  • APPENDIX
  • SOFTWARE EVALUATION FORM
  • Evaluator
  • Software Title
  • Publisher
  • Type of Software
  • Platform (type of computer and system
    requirements
  • Subject Area
  • LEVEL

81
  • DOCUMENTATION SUPPLEMENTARY MATERIALS
  • Necessary technical documentation is included
  • Objectives are clearly stated
  • Learning activities that facilitate integration
    into curriculum are
  • suggested
  • Materials for enrichment and remedial
    activities are provided

82
  • PROGRAM CONTENT
  • Instruction matches stated objectives
  • Instructional strategies are based on current
    research
  • Instruction addresses various learning styles
    and intelligences
  • Information is current and accurate
  • Program is free of stereotypes

83
  • PRESENTATION
  • Information is presented in a developmentally
    appropriate and
  • logical way
  • Examples and illustrations are relevant
  • There is appropriate variety in screen displays
  • Text is clear and printed in type suitable for
    target audience
  • Spelling, punctuation, and grammar are correct

84
  • EFFECTIVENESS
  • Students are able to recall and use information
    presented follow
  • program use
  • Program prepares students for future real-world
    experiences
  • Students develop further interest in topic from
    using program
  • This is an appropriate use of instructional
    software

85
  • AUDIENCE APPEAL SUITABILITY
  • Program matches interest level of indicated
    audience
  • Expected input is appropriate for indicated
    audience
  • Reading level is appropriate for indicated
    audience
  • Examples and illustrations are suitable for
    indicated audience
  • Required time is compatible with student
    attention
  • Program branches to remediation or enrichment
    when appropriate

86
  • PRACTICE / ASSESSMENT I FEEDBACK
  • Practice is provided to accomplish objectives
  • Practice is appropriate for topic and audience
  • Feedback is relevant to student responses
  • Feedback is immediate
  • Feedback is varied
  • Feedback gives remediation
  • Reinforcement is positive and dignified
  • Assessment is aligned with objectives
  • Open-ended responses and/or portfolio
    opportunities are promoted
  • Collaborative learning experiences are provided
    for

87
  • EASE OF USE
  • User can navigate through program without
    difficulty
  • Screen directions are consistent and easy to
    follow
  • Help options are comprehensive and readily
    available
  • Program responds to input as indicated by
    directions
  • Title sequence is brief and can be bypassed
  • User can control pace and sequence
  • User can exit from any screen
  • Only one input is registered when key is held
    down

88
  • USER INTERFACE AND MEDIA QUALITY
  • Interface provides user with an appropriate
    environment
  • Graphics, audio, video, and/or animations
    enhance instruction
  • Graphics, audio, video, and/or animations
    stimulate student interes1
  • Graphics audio, video, and/or animations are
    of high quality

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