ClassroomNeeds

=toc= = = = = =Summary and Definition =  "Classroom Needs" Software is a broad category including several different types of software programs that can be utilized both in the classroom itself, as well as at home. Most are very user-friendly and require little set-up and maintenance. This software provides enough benefit to the teacher and students to make them worth the effort and cost of set up. "Classroom Needs" software enhances the learning experience of the students without completely replacing the teacher's role in transferring knowledge on to students. This software is usually used as supplemental or practice material. = =

=Types of "Classroom Needs" Software =
 * ~ Type of Software ||~ Description ||
 * Problem Solving || To teach component skills in problem solving strategies, provide practice in solving problems, and to encourage group problem solving. ||
 * Simulation || To immerse students in a different world while allowing them to learn and practice in a safe environment. ||
 * Instructional Games ||  Use in place of worksheets and exercises, to teach cooperative group working skills, and as a reward. ||
 * Instructional Games ||  Use in place of worksheets and exercises, to teach cooperative group working skills, and as a reward. ||

=Characteristics =

Problem Solving Software
 Problem solving software can take many different forms, from traditional video games such as //Civilization// to learning focused logic games from SuperKids. Essentially, any computer game or program which requires or promotes logical problem solving activities could be considered "problem solving software." These types of applications have been developed from many different areas but generally can be categorized as either 'entertainment' or 'educational.' The entertainment category would be those developed primarily for use as recreation, (games such as Civilization, the Sims, Sim-City and Virtual Surgical Games) but if used in an educational setting with emphasis placed on the decision-making skills necessary to succeed these games could be very useful as teaching tools. The category of educational would include those applications developed to specifically promote or reinforce problem solving skills and be used in some form of teaching environment- a classroom, business development seminar, job training, etc. media type="youtube" key="AlwVsUHahPw" height="385" width="480"

<span style="font-family: Georgia,serif;">Simulation Software
<span style="font-family: Georgia,serif;"> In a basic sense, simulation software allows the user the ability to play and learn with others. The "gaming world" is detailed and engaging, with complex graphics and real-world scenarios. Story lines are also fun and engaging, allowing the user to visit different parts of the world to get more background. Most simulation software can be accessed from school or home, and can be played in small groups or alone. media type="youtube" key="Ms95NKFnhCU" height="385" width="640"

<span style="font-family: Georgia,serif;">Instructional Games
<span style="font-family: verdana,sans-serif;"> <span style="font-family: Georgia,serif;">The purpose of this software in the classroom is to have students be motivated to learn math while having interactive lessons with other in class. Games such as DreamBox Learning has adaptive lessons, lesson adventures, and progressive reports. DreamBox Learning K-3 Math is a math game that helps students adapt the curriculum just for them in their level. It’s a fun, effective math learning environment, unlike other math games that often sacrifice learning for entertainment. DreamBox delivers a deep, individualized learning experience”. Instructional games have deep math learning curriculum and can adapt to each child's needs and interests. media type="youtube" key="zEMFnYULI-A" height="385" width="640" =<span style="font-family: Georgia,serif;">Maintenance and Training =

<span style="font-family: Georgia,serif;">Problem Solving Software
<span style="font-family: Georgia,serif;"> Most of this software would be maintained by the teacher. Some assistance might be necessary to install things but your average teacher is most likely capable of installing and maintaining these types of programs. Additionally, many of the newer applications in this realm are web-based which even further removes the need for upkeep.

This, unfortunately, is one of the downsides to this category: most all of the software for problem solving are designed to be figured out by the user and do not come with formal training. Many of the programs include a tutorial or are popular enough to have user information from other sources but even these can be difficult (for example, "Crazy Machines 2" has been repeatedly sited as having a confusing tutorial). The upside: figuring out the directions can be part of the challenge!

<span style="font-family: Georgia,serif;">Simulation Software
<span style="font-family: Georgia,serif;"> Other than installing the software (or accessing it online), there is very little maintenance. Most of this can be initially completed by the teacher or a tech support person. However, some simulations require occasional patching that would have to be completed by the teacher or tech support person, others do their patching automatically.

Most simulations have a tutorial, once the game is set up and the student is registered. Training is usually done completely in-game. The only training, if any, would be teaching the students and teacher how to register and log in to the games.

<span style="font-family: Georgia,serif;">Instructional Games
<span style="font-family: Georgia,serif;"> Maintenance of software will be teachers, students & parents if students are working from home. The program is designed so all teachers, students, and parents can be involved.

With most games, like DreamBox, there is a free trial with the program. There are videos that show how the program works. Once you have signed on there will be a step-by-step instructional video to guide students and teachers. Programs consists of video-game like systems so that children will be able to understand and use the program easier.

=<span style="font-family: Georgia,serif;">Student Learning and Washington Learning Standards =

<span style="font-family: Georgia,serif;">Problem Solving Software
<span style="font-family: Georgia,serif;"> The two basic ways in which problem solving software could be used in the classroom come directly from their respective origins. Most of the applications developed specifically for use in educational programs are more repetition-based and would best be used for reinforcement of subject understanding; for example to practice specific math skills after introducing a new skill. Software from the entertainment category would need to be used in conjunction with a concrete framework and specifically educational context in order to bring-out the problem-solving components and avoid students simply playing games for games' sake.

<span style="font-family: Georgia,serif;">Simulation Software
<span style="font-family: Georgia,serif;">science and global warming (Global Warming Simulation) <span style="font-family: Georgia,serif;"> Most simulation software is to be used as a supplement to in-class learning, not to replace teacher instruction. Also, many of these games can be used at home for extra practice.They have the ability to strengthen higher cognitive thinking through interactions with people all over the world, as well as with game NPC (Non Player Characters). They also build problem-solving skills through advanced economic theory (buying and selling to other players as well as to the NPCs, dealing with changing markets and prices, taxes, influence ratios, and auctions, inflation and deflation and stagnation. Also through community building and cooperation (accomplishing objectives as a group, joining {or running} a guild, dealing with players on an opposite team).
 * ~ <span style="font-family: Georgia,serif;">Schooling Level ||~ <span style="font-family: Georgia,serif;">Student Learning Benefits ||
 * = <span style="font-family: Georgia,serif;">Elementary School ||< <span style="font-family: Georgia,serif;">Improves the ability to match, sequence, basic math and reading skills, recognize feelings and emotions ||
 * = <span style="font-family: Georgia,serif;">Middle School ||< <span style="font-family: Georgia,serif;">Improves ability to recognize the benefits of multiculturalism, story telling, coordination, and team building. In adidtion to math, economics, reading/writing skills, and problem solving skills. ||
 * <span style="font-family: Georgia,serif;">High School ||< <span style="font-family: Georgia,serif;">Improved economics and planning skills, as well as higher ability to problem-solve, deal with complex situations. Also, ability to develop leadership skills and greater interpersonal skills. Applications in economics and science. ||
 * <span style="font-family: Georgia,serif;">Upper Middle School and/or High School - Used to supplement lessons on economics (Aion, WoW, EVE, Trade Ruler Game)
 * <span style="font-family: Georgia,serif;">Elementary School - (3nd through 5th) Used to help students learn to plan and make simple decisions (Hello Kitty Online, Oregon Trail)
 * <span style="font-family: Georgia,serif;">PreK through 3rd) Used to help students fine-tune their motor skills and start to develop simple problem-solving skills (Wii Sports, Cooking Mama, Learn Series, Toon Town Online)


 * <span style="font-family: Georgia,serif;">Multicultural Benefits - ability to learn and experience a variety of cultures that the student may not be able to experience in their own classroom/school.
 * <span style="font-family: Georgia,serif;">Ability for students to try complex actions (surgery, science, etc) or build on complex ideas (how to keep a flu pandemic from spreading) in a safe environment.

<span style="font-family: Georgia,serif;">Instructional Games
<span style="font-family: Georgia,serif;"> Interactive learning and adaptive learning will help students learn on their pace while still in the standard guidelines. For DreamBox, the company is based in Bellevue, WA, so it reaches the WA standards. The math programs are personalized for each individual while keeping them on track with education standards. In addition, parents can offer their children an individualized math curriculum within a game context by just logging onto the Internet. This online learning product (DreamBox) looks like an interactive adventure game, but it masks a substantial kindergarten through second-grade math curriculum based on the National Council of Teachers of Mathematics (NCTM) standards.

=<span style="font-family: Georgia,serif;">Questions to be Answered =

<span style="font-family: Georgia,serif;">Problem Solving Software

 * <span style="font-family: Georgia,serif;">When using the entertainment-based programs, how difficult will it be for kids to get educational value out of them not just entertainment?
 * <span style="font-family: Georgia,serif;">Many of these are web-based programs that may require downloads (ie- Surgery Sin, Dark Cut), are there security risks for the computers or access issues when installing programs on school computers?

<span style="font-family: Georgia,serif;">Simulation Software

 * <span style="font-family: Georgia,serif;">How can a teacher guarantee student safety while online?
 * <span style="font-family: Georgia,serif;">How can we make sure that the simulations are interesting for a large chunk of the class, not just a few students?
 * <span style="font-family: Georgia,serif;">How can we assess student learning, and if whether the simulation is helping?
 * <span style="font-family: Georgia,serif;">How can we assure that the students are using the simulations for learning purposes and not just entertainment and chatting?

<span style="font-family: Georgia,serif;">Instructional Games

 * <span style="font-family: Georgia,serif;">For DreamBox, will there be programs that will be available for 4th grade and beyond?
 * <span style="font-family: Georgia,serif;">Will this software let students integrate with others in different state? Country?
 * <span style="font-family: Georgia,serif;">How will the educators integrate and grade students on their performance if used as primary curriculum?

=<span style="font-family: Georgia,serif;">Software Reviews =

<span style="font-family: Georgia,serif;">Problem Solving Software
<span style="font-family: Georgia,serif;"> Being such a diverse category, the answer to this question varied widely depending on the particulars of each program. In general I rated these applications between 2-4 stars. The main drawbacks to those that I rated lower were issues of simplicity (some web-based simulations were so simplified and guided that very little problem solving was actually needed), and compatibility (many would not play on the university's computers because they didn't have the latest plug-ins). The drawbacks of those that scored higher were generally comprehension issues, the more complex games had greater learning potential but were more difficult to understand and get started. Taken as a whole, I would rate this category 3.5 stars with the main drawback being that to be most effective a teacher would need to take a fair amount of time to familiarize themselves with the applications and work them into a larger overall framework. On the contrary, many of these programs would still be beneficial as stand alone activities, and carry the advantages that (aside from the initial set-up and installation) they require little time and effort from the teacher and are an engaging change of pace for kids.

<span style="font-family: Georgia,serif;">Simulation Software

 * ~ <span style="font-family: Georgia,serif;">Games ||~ <span style="font-family: Georgia,serif;">Star Rating ||~ <span style="font-family: Georgia,serif;">Strengths ||~ <span style="font-family: Georgia,serif;">Weaknesses ||
 * <span style="font-family: Georgia,serif;">Aion, EVE ||= <span style="font-family: Georgia,serif;">3 || <span style="font-family: Georgia,serif;">Economic learning, community building, interpersonal coordination. || <span style="font-family: Georgia,serif;">Safety of students online. Students would have to be monitored. ||
 * <span style="font-family: Georgia,serif;">Wii Sports ||= <span style="font-family: Georgia,serif;">4 || <span style="font-family: Georgia,serif;">Increased coordination and timing, physical activity, healthy competition. || <span style="font-family: Georgia,serif;">Doesn't have much in-class application, other than physical education and minor math skills. ||
 * <span style="font-family: Georgia,serif;">Hello Kitty, Free Realms ||= <span style="font-family: Georgia,serif;">3 || <span style="font-family: Georgia,serif;">Multicultural socialization, community building, interpersonal coordination, basic math. || <span style="font-family: Georgia,serif;">Potentially frustrating for teacher to play due to the simplistic nature of the game. ||

<span style="font-family: Georgia,serif;">Instructional Games
<span style="font-family: Georgia,serif;"> DreamBox: 4 out 5 stars. Very Good. Great ratings from many users.