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Educational Effectiveness of Computer Software
Students at OOJH are provided with some very good
educational software. Our focus is on the way the programs are
being used.
Popular Programs and Why
During the school's three lunch periods, students can come to
the main lab to play educational games for 20 minutes instead of
going to study hall. Observations of students were conducted in
this lab during the lunch hours as they interacted with a particular
package. A few students were chosen for in-depth interviews
on a voluntary basis. Each lunch period, different grade-level
students attended but, consistently, most were males. Students
were left on their own, except for the presence of a lab
supervisor, whose sole function was to distribute software and
maintain orderly conduct in the lab.
From our own observations and those of lab supervisors, games
used during the free lunch periods divide into the following five
categories:
Games girls like most (frequently played): Jeopardy,
Fraction Muncher, Number Muncher, Game Show and
Word Challenge.
Games girls like less (played some times): Shifty Sam,
Carmen Sandiego, Dazzle Draw and Oregon Trail.
Games girls don't like (never played): Paper Plane Pilot,
Wood Car Rally, Microzines and Odell Lake.
Games boys like most: Jeopardy, Oregon Trail, Carmen
Sandiego, Odell Lake and Fraction Muncher.
Games boys don't like: Game Show and Word
Challenge.
It was noticed that students did not want to venture onto new
software, as their time was limited. When they came to the lab
for the first time, they usually played games recommended by
their friends.
Software documentation indicated that many programs were
designed for a classroom environment with trained teacher
guidance, which was not the case during these lunch periods. A
supervisor was there to answer basic inquiries from students,
however, she was not prepared for all questions.