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Posted by : AnnieAKiwi Friday, February 21, 2014

Focus question: What are the standard and open-source software applications available on most computers?

Most computers contain standard and open-source software applications. Software is a collection of codes that tells the computer’s hardware what functions to perform. An example is word processing, which tells a computer to do whatever we request such as editing, writing, and publishing.

System and application software are two main types of software. System software is the overall functioning and control of a computer. It is responsible for the operating system, network operating system, database managers, and TP monitor. Specific functions that are performed in specialized ways to produce various services is application software. Application software includes word processing, databases, spreadsheets, slides, presentations, Internet browsing, email management, movie making, DVD burning, and etc.

Open-source software is “open for the public to use, copy, and recreate” (Maloy, R. W., Verock-O, R. E., Edwards, S. A., & Woolf, 2011). Source codes are free to users and software developers that are made by individuals and organizations. Examples of open-source software are Linux, FreeBSD, OpenOffice, Mozilla Firefox, OpenOffice Writer, OpenOffice Impress, Xess Spreadsheet, and etc.

Standard software applications are available on most computers and are indispensable tools. For example, Microsoft Word is a standard software. I use this software on a daily basis for assignments. Other standard software are computerized tools, tax preparation software, design programs, real-time data, and interactive models of meteorological patterns. Jobs in today’s society use computers and other information technologies.

Tech Tool link: Discovery Learning Using Squeak and Scratch

The article explores about how teachers search for different open-ended web tools that promote problem solving and inquiry learning by students. These tools will engage students with learning using resources. The article offers two open-ended opportunities for K-8 students to create and explore on the computer. Squeak Etoys is one of the open-source that supports inquiry learning and problem solving. Scratch provides tools which enables students to create their own games, animated stories, and interactive art.


Scratch logo. Photo credit to Wikimedia Commons.


Summary & Connection:

This chapter discusses about how problem solving and inquiry learning is supported by educational software, apps, and learning games. Teachers need to incorporate educational software to engage students in problem solving. An example would be students looking up source documents in history class. It gives students the opportunity to undertake inquiry-based activities similar to the work of professionals in those fields. Problem solving and inquiry learning can be engaging when teachers incorporate the student’s own interests.

Computers contain system software and application, which are the two main type of software. Most computers have standard software and open-source software. Schools purchase educational software to install on a network. Most schools don’t allow teachers to add their own software or they have to ask permission before using it. Teachers need to evaluate software and apps before using it. They first need to ask themselves, “Will the child program the computer or will the computer program the child?” (Maloy, R. W., Verock-O, R. E., Edwards, S. A., & Woolf, 2011). By evaluating the software, teachers understand what happens educationally when students use it. Teachers can use online resources for selecting software such as Edudemic Directory, Entertainment Software Rating Board, EvaluTech, and StopBadware.org. These online resources give reviews and feedback on different educational software.

The chapter further explores about digital learning games and tutoring systems. Digital learning game are designed with educational and entertainment goals. Teachers use digital learning games to motivate students and challenge them to problem solve. Students often tune out teachers and educational games provides them both education and entertainment. There are two types of digital games which are Internet- or browser-based games and desktop-based games. Math Blaster, The “House” Series, Zoombinis, and Raft Race Challenge are examples of learning games and apps. Teachers should minimize the use of games that teach isolated skills, examine games that function solely on points won or lost, and discuss games and their content. ITS, Intelligent tutoring systems, are programs that enable students to answer questions and then the computer records their responses and makes predictions. This program allows teachers and students to see how learning is progressing in real time. Intelligent tutoring systems are very effective with improving student learning.

Resources:
Maloy, R. W., Verock-O, R. E., Edwards, S. A., & Woolf, B.P. (2011). Transforming learning with new technologies. (2nd ed.). Boston, MA: Pearson Education Inc.

{ 1 comments... read them below or add one }

  1. Great summary of the chapter's content - do remember to spend more time writing about your reflections of the text (i.e., reactions, ideas, etc) rather than reiterating the chapter. That way you engage in developing your own opinion/observations, etc. For example, how might you use (or not) educational games in your classroom? Why or why not? What games and/or circumstances would you use?

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