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Educational software or educational entertainment?

Educational software can mean many things: video games with added vocabulary words and definitions, strategy and teamwork games with rich multimedia and high-quality graphics, and a flash card set of math facts. Notice that each of these examples has something in common. The word “game”. This is not necessarily bad, but we want to make sure that educational software is consistent with its meaning. The definition of “educational” is intended or serves to educate or enlighten and “software” is computer-based.

We know that educational software should be intended to educate or enlighten the student when using the computer in a particular subject or area. This is where the controversy begins. The educational software that enlightens a student can be through a complex video game where strategy and teamwork are the protagonists. On the other hand, there is “typical” software that educates students on standards-based material.

What is “best” for the student? Should one be used over the other? Should they be used together? Is it really educational software or is it educational entertainment? For those unfamiliar with this term, educational entertainment is the combination of education and entertainment.

Some teachers and parents believe that today’s children need high-quality design and “cool” material that will “trick” students into learning when they are having fun. There is some validity in this. Students play outside of school and teachers feel like they are constantly competing with all the fancy multimedia content that students have access to.

Is it good for students to continue this intense play environment when they are at school? That is still up for debate.

One thing’s for sure, students will still need to take tests that require studying from text: state tests, driver’s license, SAT, specialty areas, etc. There are no video games that teach these skills and then prepare them for the test. Should the state tests to determine student knowledge change?

Questions like these are continuous and never end. Educational software needs to enlighten students. It could mean incorporating strategy games with extension activities and real-life examples of learned skills. Learning skills alone without meaning is detrimental to the child. This is where the boredom begins. It doesn’t start in the delivery or in the game environment. It starts with relevance, with commitment, with combining these skills with real life examples and allowing students to take ownership of what they are learning.

Educational software focused entirely on specific skills has a place. For example, students who are far below grade level need foundational skills to master more complex skills. This in no way replaces the teacher. The role of the teacher is to be creative, engaging, and prepare interactive lesson plans that excite students. Educational software (based on the curriculum) has the ability to prevent the teacher from making packages for individual students and focus his energy on the skills for which he has been hired.

Educational software and educational entertainment have their place. We don’t want to take away the ability to learn from the text and then pass a test. However, this should be combined with engaging and interactive materials, as everyone has different learning styles. Google “Presentation in the classroom of the XXI century”. You will discover that the 21st century classroom is very different from the traditional classroom. Educational software is an important piece of this new classroom concept.

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