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.                                           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.                                          How Each Program Is Used                                          Many children play Number Muncher and Fraction Muncher                                          just to attain the highest score. Its arcade-like quality makes it                                          very attractive despite the fact that there is not much a junior                                          high school student can learn from the game. One may argue                                          that some mathematics skills are strengthened, however the                                          majority of students play this game because they know their                                          facts so well that they can proceed at a high speed without much                                          thought.                                          Jeopardy is liked by many students since they are challenged to                                          give the correct answer, win against the computer and score                                          high. The girls that play it are usually enrolled in Advanced                                          Studies; according to the lab supervisor, average female                                          students do not play this game. This may be explained by its                                          level of difficulty and girls' concern about being embarrassed in                                          front of others.1 Self-confidence is also necessary to attempt                                          this game as a great deal of trivia must be memorized. Indeed,                                          these two items have been cited as a possible cause for a                                          general lack of girls in computer labs.2                                          Where in the World is Carmen Sandiego? is played by both                                          boys and girls and is considered quite challenging. Since it                                          requires a long time for many people to obtain results, some                                          students don't make it their first choice.                                          Dazzle Draw is an attractive program for artistic creation. It                                          allows for figurative and abstract designs not easily done by                                          hand. For example, it offers functions such as mirror symmetry,                                          spray paint, squiggly lines and filling enclosed areas with                                          patterns.                                          Paper Plane Pilot and Wood Car Rally were played by boys                                          only. Players were not following directions and also weren't                                          putting much thought into selecting values for the variables                                          involved. Children seemed to improve their aiming skills, but                                          more by trial-and-error strategies than careful calculation.                                          Odell Lake is a science simulation to identify fish and their habits                                          in Odell Lake, Oregon. It presents concrete details that allow a                                          learner to move from specific to general, from the concrete to                                          the abstract. General principles of predator/prey relationships                                          and food chains are to be discovered. However this goal is                                          rarely achieved. As this lab is not part of a science class, there is                                          no mandate for a child to learn about fish behavior or their food                                          chain.                                          Only boys use this program. Girls' absence may be explained by                                          the possibility that the gratification offered is not one they enjoy.                                          The program's designers exploit aggressive traits, to the extent                                          that some boys care only about swallowing fish and the                                          accompanying sound effects. This is an example of unfocused                                          experience: It is not a child's intention to learn about food chains                                          and thus no effort is made to focus attention on such details.                                          According to the documentation, one possible way to start this                                          game is with no prior guidance. Children are invited to explore                                          Odell Lake on their own, followed by a regular class session.                                          However, such a sequence is not guaranteed, at OOJH or at                                          other schools. If the goal of the program is to teach about                                          predator/prey relationships, it may only be accidentally                                          achieved.                                          A Particularly Rich Example                                          One educational program that is well known and recognized for                                          its "effectiveness" and success with children is Oregon Trail. This                                          is a history simulation with the goal of introducing children to the                                          life of covered wagon travelers on their way to Oregon across                                          North America in 1848.                                          During the simulation, students are able to visit and learn the                                          history of forts and other landmarks, and "talk" to others on the                                          trail about their surroundings and different cultures. They must                                          manage with little money and food, raging diseases and bad                                          water. Stopping at any of the forts can replenish supplies, but                                          prices become more expensive as they approach the West since                                          food and other commodities become rarer. In this program,                                          students must bear the full consequences of the decisions they                                          make.                                          Oregon Trail has much to offer: It requires making intelligent                                          decisions based on several, but not all, available facts. It teaches                                          students to collect, organize and retrieve information for                                          interpretation. Many problem-solving situations, like river                                          crossings, are presented. Every solution has implicit                                          consequences that are accumulated to determine the end result                                          of the game.                                          The game is played in an interactive mode via menus and a few                                          prompting questions. Explanations are provided for almost                                          every choice through sub-menus. As one continues on the                                          2,400-mile trail, conditions such as weather, health, pace,                                          rations, next landmark and miles traveled from the Missouri                                          River to Oregon, are displayed.                                          The more complex a program -- many different features and                                          paths from which to choose -- the greater the chance it will                                          appeal to a larger audience.3 Oregon Trail is fairly complex in                                          that it has many different kinds of challenges, some of which are                                          ignored by some children, but acted on by others.                                          Characteristics of this game that we observed as most appealing                                          to students include: reaching the end of the trail, scoring higher                                          than before, making a Top-Ten list, hunting and killing animals,                                          digging graves and successfully crossing rivers. Oregon Trail's                                          designers have at least partly succeeded, in that children come                                          back to the program. However, the question of whether a                                          student has learned that which was intended is far less certain.                                          The primary learning objective of this game is to develop                                          decision-making skills in the face of changing and sometimes                                          unforeseen circumstances. One has to consider alternative                                          solutions and consequences, arrive at conclusions and act                                          accordingly. Another objective is to develop intellectual skills by                                          learning to compare and classify things, ideas, events and                                          situations on the basis of similarities and differences, and group                                          them into categories.                                          The richness of the program's subject matter and its                                          inter-disciplinary nature lend it to many individual and group                                          activities. A manual is provided with worksheets for students                                          and guidelines with suggested activities for teachers.                                          From our observations, Oregon Trail is liked mostly by boys                                          who enjoy shooting animals for food. Girls may like this game                                          too, but for other reasons -- reaching the destination, writing                                          epitaphs on tombstones, etc. To some degree, the educational                                          objectives of the game are missed.                                          Attributes that were intended to attract children to the game                                          actually divert their attention from the objectives. One such                                          attribute is competitiveness. For example, part of the challenge                                          is to reach the end of the trail as fast as possible. Children are                                          doing so, but without regard for their companions or oxen. The                                          goal becomes so important that players neglect the health of                                          other travelers and their own lives.                                          Another example, shooting animals for food, was designed to                                          teach children about different animals in different terrain, as well                                          as be part of the reality of life on the trail. However, "shoot-em'                                          up" has become a focus of attention for many students, (mostly                                          boys). Unfortunately, besides eye-hand coordination, not much                                          else is learned. And eye-hand coordination is not one of the                                          stated objectives of this game.                                          Due to limited time, an absence of teacher guidance and the                                          desire to use the software solely for amusement, children tend to                                          play the game differently from one another, based on their                                          personality. They enjoy its different aspects, yet learn only a little                                          from it.                                          Educators who have studied Oregon Trail are usually impressed                                          by the well-written program. It works for them since they can                                          take the time necessary to read all the information and gather the                                          data to make decisions. These educators are also trained in                                          organizing their thoughts and in how to use their skills and other                                          tools to retrieve information from the game at the appropriate                                          time.                                          Yet Oregon Trail has become an arcade game at OOJH. Some                                          learning may take place, such as fording a shallow river and                                          floating across a deep one, but it is occasional and not                                          necessarily registered for later recall. Oregon Trail is a software                                          program with tremendous educational potential; however, the                                          way it is currently used at OOJH is for amusement only.                                          Results and Recommendations                                          From our observations and interviews at OOJH, it was                                          concluded that children do not utilize educational software as                                          intended by its designers. The lunch-time computer lab was set                                          up to provide students with exposure to various stand-alone                                          educational software. It was not the administration's intention to                                          provide students with fun activities. After all, in the equivalent                                          study hall period, one is not permitted to play games.                                          Each child used his or her limited time to fulfill some need for                                          relaxation and fun; it was better to be at the lab and "play" than                                          to be at the study hall and study. Each of the students picked a                                          program they found challenging. Students also stopped using                                          some programs, deeming them "boring," "too slow" or "not                                          challenging enough."                                          All students were attracted at first to a particular software game                                          because it was readily available, already known to them,                                          recommended by a friend or easy to learn. Each came back to a                                          particular game because some characteristic -- such as scoring                                          high or great graphics -- were appealing. These characteristics                                          were put there by designers to encourage children to explore                                          further, yet did not guarantee learning would result.                                          Ideally, a teacher should be "bundled" with the software. At the                                          site where the program is purchased, that teacher could give a                                          short workshop on how to use the program in a classroom.                                          Including such information in the written documentation is, in                                          many cases, not enough; few teachers read all the                                          documentation. It is faster and easier to learn by demonstration,                                          and then browse through the manuals. However, because                                          teachers are not "bundled," software designers' expectations                                          cannot be satisfied.                                          A longer time span, at least 40-50 minutes, is also required to                                          get much educational value out of a program. Thus, in a less                                          than perfect setting, not much of the intended learning can                                          usually be accomplished.                                          Teachers can go a long way toward remedying this situation.                                          First, they must read the package's documentation and                                          implement the software as intended. If, for example, the                                          program is designed to integrate into a curriculum in which                                          teacher instruction and small-group participation is the norm, do                                          not place it in a study hall in which no teacher/mentor is present                                          and student interaction is discouraged.                                          For designers, it is also not enough to embed attractive                                          characteristics in the software because these can easily become                                          diversions from the real goals. Educational objectives cannot be                                          met using "glossy packaging" alone. And it sells short the                                          capacity of computers to aid learning.                                          A software program, however, can be designed to store in                                          memory, for later retrieval, all moves made. It could prompt                                          each individual student according to her record of past behavior,                                          for example, then ask questions or give hints -- something that                                          even a very attentive teacher cannot do.                                          Children, left on their own and wanting basically to have fun, will                                          naturally divert their attention to the features that appeal to them                                          most and thus bypass many of the program's learning                                          opportunities.                                          Until software designers are certain of what features do both --                                          attract children and teach -- they should adopt the pedagogical                                          methods that teachers use in a hands-on environment or for                                          manipulatives: Remind students of what the goal is and point out                                          inconsistencies in students' actions. While integrating those                                          techniques, designers should avoid the most uninteresting                                          method -- lecture.                                          Designers can also make the program "behave" as a teacher,                                          rather than counting on teachers being present in the room. If                                          educational software can assume a teacher's role and still be                                          motivating to children, it would accomplish something dearly                                          needed: Specific attention provided to each child, immediate                                          feedback and individual guidance.                                          Our study focused on the simple setting of individual computers                                          with limited RAM in an ordinary school, and the learning that is                                          not taking place because of the way software is used, but that                                          could take place given an alteration in the design of the software                                          or in the environment. It is these two areas that educators need                                          to address if the potential of educational software to teach our                                          young people is fulfilled. n                                                                                     Born in Israel, raised in France, Netiva Caftori received her                                          three degrees in mathematics and computer science from the                                          University of Illinois at Chicago. Currently an assistant professor                                          of computer science, Caftori has taught at NEIU since 1982.                                          Her main concern is responsible use of computers in education                                          and society. E-mail: 
[email protected]                                          References:                                          1. Huff, C. and Cooper, J., "Sex Bias in Educational Software:                                          Effect of Designers' Stereotypes on the Software They Design,"                                          Journal of Applied Social Psychology, 17(6), pp. 519-532,                                          1987.                                          2. Krendl, K. A., Broihier, M. C. and Fleetwood, C., "Children                                          and Computers: Do Sex-Related Differences Persist?", Journal                                          of Communication, 39(3), pp. 85-93, Summer 1989.                                          3. Wishart, J., "Cognitive Factors Related to User Involvement                                          with Computers and Their Effects Upon Learning from an                                          Educational Computer Game," Computers Education, 15(1-3),                                          pp. 145-150, Great Britain, 1990.                                          Products mentioned:                                          Software products mentioned are available from the Minnesota                                          Educational Computing Consortium, (MECC) an educational                                          software developer and distributor in Minneapolis, Minn. (800)                                          685-MECC.