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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.