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Computer Science and Educational Software design
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Educational software is computer software, the main purpose is to teach or learn independently.


Video Educational software



Histori

1940-an-1970-an

The use of computer hardware and software in education and training began in the early 1940s, when American researchers developed flight simulators using analog computers to generate onboard instrument data simulations. One such system is the synthetic radar coach type19, built in 1943. From early attempts in the era of World War II until the mid-1970s, educational software was directly tied to hardware, usually mainframe computers, which it runs. Pioneering educational computer systems in this era included the PLATO system (1960), developed at the University of Illinois, and TICCIT (1969). In 1963, IBM has partnered with Stanford University's Institute of Mathematical Studies in Social Sciences (IMSSS), directed by Patrick Suppes, to develop a comprehensive first comprehensive CAI primary school curriculum at schools in California and Mississippi. In 1967 Computer Curriculum Corporation (CCC, now Pearson Education Technologies) was formed to market to the material schools developed through IBM partnerships. The initial terminals that run the educational system cost more than $ 10,000, getting them out of reach of most institutions. Some programming languages ​​from this period, especially BASIC (1963), and LOGO (1967) can also be considered as education, as they are specifically targeted to novice students and computer users. The PLATO IV system, released in 1972, supports many features that later become standard in educational software running on home computers. Its features include bitmap graphics, primitive sound generation, and support for non-keyboard input devices, including touch screens.

1970s-1980s

The arrival of a personal computer, with the Altair 8800 in 1975, changed the field of software in general, with special implications for educational software. While users before 1975 rely on universities or government-owned mainframe computers with timesharing, users after this shift can create and use software for computers at home and school, computers are available for less than $ 2000. In the early 1980s, the availability of computers Personalities including Apple II (1977), Commodore PET (1977), Commodore VIC-20 (1980), and Commodore 64 (1982) allow for the creation of companies and nonprofits that are specialized in software education. BrÃÆ'¸derbund and The Learning Company were key companies from this period, and MECC, Minnesota Educational Computing Consortium, the major non-profit software developer. These and other companies designed a series of titles for personal computers, with most of the software originally developed for Apple II.

Maps Educational software



Type

Courseware

Courseware is a term that combines the word 'course' with 'software'. It was originally used to describe additional educational material intended as a kit for teachers or trainers or as a tutorial for students, usually packaged for use with computers. The meaning and use of the term has been expanded and may refer to any course and any additional material when used in online class references or formatted computers. Many companies use the term to describe an entire "package" consisting of a single 'class' or 'course' that is bundled together with the various lessons, tests, and other necessary materials. The courseware itself can be in different formats: some are only available online, such as Web pages, while others can be downloaded as PDF files or other types of documents. Many forms of educational technology are now protected by the term courseware . Most prominent educational companies apply or include courseware with their training packages.

Classroom help

Some educational software is designed for use in school classrooms. Usually the software can be projected onto a large whiteboard in front of the class and/or run simultaneously on a desktop computer network in the classroom. This type of software is often called classroom management software. Although teachers often choose to use educational software from other categories within their IT suite (eg reference works, children's software), the entire category of educational software has evolved specifically intended to assist in classroom teaching. Branding is less robust in this category than is home-based oriented. Software titles are often highly specialized and produced by various manufacturers, including many established education book publishers.

Assessment software

With the impact of environmental degradation and the need for agencies to be "paperless", educational institutions seek more alternative means of assessment and testing, which has always traditionally been known to use paper quantities. Assessment software refers to software with the primary objective of assessing and testing students in a virtual environment. The assessment software allows students to complete tests and checks using a computer, typically a network. The software then scores every test transcript and output results for each student. Assessment software is available in various shipping methods, the most popular being self-hosted software, online software, and handheld voting systems. Exclusive software and open-source software systems are available. Although technically belonging to the category of Courseware (see above), the skills evaluation lab is an example for computer-based assessment software with the PPA-2 (Plan, Prove, Assess) methodology to create and perform an online-based computer examination. Moodle is an example of open-source software with an assessment component that is gaining popularity. Other popular international appraisal systems include Master Rating, QuestionMark, EvaluNet XT and QuestBase.

Reference software

Many publishers of printed dictionaries and encyclopedias have been involved in the production of educational reference software since the mid-1990s. They join in the reference software market by startup companies and well-established software publishers, especially Microsoft.

The first commercial reference software product is the reformulation of existing content into the CD-ROM edition, often equipped with new multimedia content, including video and compressed voice. Newer products utilize internet technology, to complement CD-ROM products, then, more recently, to replace them entirely.

Wikipedia and its offspins (such as Wiktionary) marks a new departure in educational reference software. Previously, encyclopedias and dictionaries have collected their contents based on invited and closed specialist teams. The concept of Wiki allows the development of collaborative reference works through open collaboration involving experts and non-experts.

Custom platform

Some manufacturers regard the normal personal computer as an inappropriate platform for studying software for younger children and producing appropriate hardware for children instead. Hardware and software are generally combined into one product, such as laptop-child-like. The laptop keyboard for younger children follows alphabetical order and qwerty sequence for older ones. The most famous example is the Leapfrog product. This includes an imaginatively designed handheld console with a variety of scrolling educative game cartridges and electronic devices such as books where various electronic books can be loaded. These products are more portable than general laptop computers, but have a much more limited range of destinations, concentrating on literacy.

Enterprise training and higher education

Previous educational software for important corporate and tertiary education markets is designed to run on a single desktop computer (or equivalent user device). In the years after 2000, planners decided to switch to server-based applications with high levels of standardization. This means that educational software primarily runs on servers that may be hundreds or thousands of miles from actual users. Users only receive small pieces of modules or learning tests, feeding the internet one at a time. The server software decides on what learning materials are distributed, collects the results and displays progress to the teaching staff. Another way to express this change is to say that educational software is transformed into an online education service. US Government support and approval systems ensure a quick transition to new ways of managing and distributing learning materials.

See also:

  • Educational technology
  • SCORM
  • Virtual learning environment, LMS (learning management system)
  • Training Management System
  • Web-based training

Special educational goals

There is a very specific niche market for educational software, including:

  • teacher aids and classroom management software

(remote control and monitoring software, filetransfer software, document camera and presenter, free tools,...)

  • Driving test software
  • Interactive geometry software
  • Language learning software
  • The Mind Mapping Software provides focal points for discussion, helps make the classroom more interactive, and helps students with study, essays, and projects.
  • Notetaking (Comparison of notetaking software)
  • Software to enable simulated diseases of human and animal bodies (used in veterinary and veterinary courses)
  • Spelling tutoring software
  • Typing tutor
  • Reading Instructions
  • Medical and health education software

Some operating systems and mobile phones have videogames to teach users how to use the system. An important example is Microsoft Solitaire, which is developed to familiarize users with the use of graphical user interface, especially mouse and drag-and-drop techniques.

Operating system

While major operating systems are designed for general use, and more or less tailored for education with just a set of applications added to them, various software manufacturers, especially Linux distributions, have attempted to provide an integrated platform for special education.

The best educational software for Maths, Science and English ...
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Selected academic reports and articles

  • Virvou, M., Katsionis, G., & amp; Manos, K. (2005). "Combining Game Software with Education: Evaluation of Educational Effectiveness." Educational Technology & amp; Society, 8 (2), 54-65.
  • Seels, B. (1989). The movement of instructional design in educational technology. Educational Technology, May 11-15. https://web.archive.org/web/20080515073002/http://www.coe.uh.edu/courses/cuin6373/idhistory/1960.html
  • Niemiec, R.P. & amp; Walberg, H.T. (1989). From the teaching machine to the microcomputer: A few milestones in the history of computer-based instruction. Journal of Computer Research in Education, 21 (3), 263-276.
  • Annetta, L., Minogue, J., Holmes, S., & amp; Cheng, M. (2009). Investigate the impact of video games on high school student involvement and genetic learning. Computers and Education, 53, 74-85.
  • Bainbridge, W. (2007). Potential scientific research of the virtual world. Science, 317, 27, 471-476.
  • Barab, S., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S., & amp; Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education Technology, 18, 305-320.
  • Bourgonjon, J., Valcke, M., Soetaert, R., & amp; Schellens, T., (2010). Student perceptions of the use of video games in the classroom. Computers and Education, 54, 1145-1156.

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See also

  • Adaptive learning
  • Computer-assisted language learning
  • Educational game
  • Educational technology
  • Education edition Edutainment
  • Instructional technology

109.9871: Math Blaster, Ages 4-6 | video game | Educational ...
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References

Source of the article : Wikipedia

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