Friday, April 24, 2020

Software Evaluation Zoombinis Essays - Education,

Software Evaluation: Zoombinis Software evaluation of; The logical Journey of the Zoombinis Publisher; Broderbund Software Inc. Year published: 1996 List Price: unknown Availability of site license; School package available Subject Area: Educational Software Category: Problem solving Grade level: 3-8 Specific Topics: Logic and Maths logic Logical journey of the Zoombinis is a CD-ROM educational software game designed to help students explore and apply fundamental principles of logic, problem solving and data analysis. In this game there are 12 puzzles, each with four levels of difficulty. The puzzles are open-ended and offer a myriad of possible routes, which lead to a final outcome. The accompanying Teachers booklet suggests that this game can be incorporated with other mediums and formats. Related activity programs are provided in the Tutorial folder, along with Transparencies, discussion outlines, Artwork and templates. The software is an integral part of a broader, classroom oriented educational learning program, facilitating the Principles of Effective Learning and Teaching (1994) as prescribed by the Department of Education Queensland. Game Description Logical Journey of the Zoombinis gameplay is based on the Zoombini characters' attributes or features (variations in hair, eyes, nose, and feet), as well as other attributes of other characters and objects in the program. In order to solve the various puzzles, students must look carefully at the attributes to find patterns and functional relationships among these attributes. In the course of assembling their features, and sending the peace loving Zoombinis on their way to a new land to start a new life, students must explore several important mathematical concepts. The puzzles in the game are organised along four different trails. Each trail contains unique problems that focus on related mathematical problems. One of the puzzles, for example, Pizza Pass involves the student needing to figure out the combination of toppings on a pizza before being allowed access by the pizza eating Tree Trolls, to the next puzzle. Using logic and the understanding of the evidence (the rejected pizzas) , the correct combination rewards the student with an immediate and humorously animated encouragement to proceed on to another puzzle. Each puzzle then, focuses on different areas such as Logical relationships; groupings & comparing information Strategic thinking; linking information and problem solving Organisation; graphing and mapping information and Algebraic thinking; sorting, comparing and associating variables After successfully sending 16 Zoombinis to the new Zoombiniville a new building appears. The student then must repeatedly return to Zoombini Isle for more Zoombinis in order to complete the new township. Principles of Effective Learning and Teaching In 1989, the National Council of Teachers of Mathematics [USA] published the Curriculum and Evaluation Standards for School Mathematics. The logical journey of the Zoombinis software complies with these standards which call for a shift towards a broader approach to mathematics instruction. Open ended problems, mathematical reasoning and other subject areas and disciplines, including communication and language, are integrated with the more traditional mathematics curriculum as part of the NCTM (USA) standard. The Department of Education Queensland (Australia) 1994 utilizes five key Principles of Effective Learning and Teaching and provide a criteria to which this software game relates, based on Australian interpretation of effective learning and teaching. The five key principles, which are relevant to all areas of education including mathematics and logic, emphasize the understanding of the learner, provides for active construction of meaning, ensures a supportive and challenging environment, builds worthwhile learning partnerships, and shapes and responds to social and cultural contexts. This software game appears to satisfy these requirements. The understanding of the learner: This software identifies features of the learners past and present experiences, utilizing the assumption that certain cognitive levels have been reached. Most of the presentation of this software is set in animated 3-dimensional presentation, and is a familiar format for children in the grades 3 to 8. Items such as pizzas, Mud pies, rafts, frogs and more, assume a prior interest and familiarity level. Active construction of meaning; Learners construct meaning when they challenge their own knowledge and understanding and are able to explore the unknown with certain elements of open mindedness and critical reflection. This software encourages a range of thinking processes including divergent, convergent, lateral, critical and creative thinking. The Zoombinis software Teachers guide focuses on the NCTM approach to active construction of meaning by emphasizing the ' scientific thinking process'. Observing,

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