August 1994 — Features

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Educational Effectiveness of Computer Software

by DR. NETIVA CAFTORI, Assistant Professor Northeastern Illinois University Chicago, Ill. This paper describes a study in which an attempt was made to demonstrate that not all supposedly good, educational software is used as intended. And even when it is, the predefined objectives often are far from being achieved. Not enough is known about how learning takes place. Educational software offers us new means of investigating this complex process. Site of the Research The research was done at Old Orchard Junior High School (OOJH) in Skokie, Ill., during 1992 and 1993. OOJH, the only middle school in District 68, is recognized nationally for excellence. It serves grades 6 through 8. One Apple lab is used solely for two keyboarding classes and two "tool" classes (spreadsheets and databases) during four periods each day. A second "lab" consists of 25 Tandy laptop computers that are transported to classes as needed for word processing. The third, or main, lab contains 30 Apple color computers, some of which are linked to printers. Other than language arts, music and word processing, rarely is any other subject taught in the main lab. The main lab has an extensive library of educational and entertainment software. For the lunch hours (study hall period), a list is posted of the 40 or so games available to students. The most popular programs are:
Shifty Sam Jeopardy Fraction Munchers Number Munchers Where in the World (or the U.S., or in Time) is Carmen Sandiego? Dazzle Draw Game Show Word Challenge Odell Lake Microzines Paper Plane Pilot Wood Car Rally Oregon Trail Pizza to Go Dog Sled Ambassadors.

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