Educational software is computer software whose primary purpose is teaching or self-learning.
History
Early History, 1940s - 1970s
The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used computers to generate simulated onboard instrument data. One such system was the type19 synthetic radar trainer, built in 1943. From these early attempts in the WWII era through the mid 1970s, educational software was directly tied to the hardware, usually computer mainframes, on which it ran. Pioneering educational computer systems in this era included PLATO(1960), develped at the University of Illinois, and TICCIT (1969). These early terminals cost over $10,000 putting them out of reach of most institutions. Programming languages from this period, particularly BASIC (1963), and LOGO (1967) can also be considered educational, as they were specifically targeted to students and novice computer users. The Plato IV, released in 1972, supported many features which became standard in educational software running on home computers. Its features included bitmap graphics, primitive sound generation, and support for non-keyboard input devices, including the touchscreen.
History 1970s – 1980s
The arrival of the personal computer, with the altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframes with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for less than $1000. By the early 1980s, the availability of personal computers allowed for the creation of companies and nonprofits which specialized in educational software. Brøderbund and the Learning Company are key companies from this period, and MECC, the Minnesota Educational Computing Consortium, a key non-profit software developer. These and other companies designed a range of titles for personal computers, particularly the Apple II and Mac.
Major types of educational software
Children's learning and home learning
An immense number of titles, probably running into the 1000's, were developed and released from the mid-1990’s onwards, aimed primarily at the home education of younger children. Later iterations of these titles often began to link educational content to school curricula (such as England’s National Curriculum). The design of educational software programmes for home use has been influenced strongly by computer gaming concepts – in other words, they are designed to be fun as well as educational. However as far as possible a distinction should be drawn between proper learning titles (such as these) and software where the gaming outweighs the educational value (described later). Parents need such a distinction in order to make informed purchasing choices.
The following are examples of children’s learning software which have a structured pedagogical approach, usually orientated towards literacy and numeracy skills.
Classroom aids
A further category of educational software is software designed for use in school classrooms. Typically such software may be projected onto a large whiteboard at the front of the class and/or run simultaneously on a network of desktop computers in a classroom. This type of software is often called
classroom management software. While teachers often choose to use educational software from other categories in their IT suites (e.g. reference works, children’s software), a whole category of educational software has grown up specifically intended to assist classroom teaching. Branding has been less strong in this category than in those categories orientated towards home users. Software titles are often very specialised and produced by a wide variety of manufacturers, including many established educational book publishers.
Edutainment
In a broader sense, the term
edutainment describes an intentional merger of
computer games and educational software into a single product (and could therefore also comprise more serious titles described above under children’s learning software). In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Software of this kind is not structured towards school curricula, does not normally involve educational advisors, and does not focus on core skills such as literacy and numeracy.
Examples:
- Microsoft’s Zoo Tycoon series, where children can learn about animals (and business skills) while simulating the management of a zoo.
- Economic simulations such as Capitalism and Industry Giant, intended for older learners.
Reference software
Many
dictionaries and
encyclopedias rushed into
CD-ROM editions soon after the widespread introduction of the
CD-ROM to home computers. A second major development occurred as the internet also became widely available in homes, with reference works becoming available online as well. The conversion of previously print-only reference materials to electronic format marked a major change to the marketing and accessibility of such works. A striking case study is that of the venerable
Encyclopædia Britannica, which was previously only available at prices of USD 1500 and higher, restricting it to the better libraries and the wealthy. Today the
Encyclopædia Britannica retails in electronic format for around USD 50 with cheaper
OEM versions sometimes bundled with new computers. Such dramatic changes brought conventionally restricted knowledge repositories to the fingertips of an almost universal audience in a period of less than 10 years. The opportunities brought by new media enticed new competitors into the reference software market. One of the earliest and most well-known was Microsoft
Encarta, first introduced on
CD-ROM and then also moving online along with other major reference works. In the
dictionaries market, one of the more prolific brands was
Merriam-Webster, who released
CD-ROM and then online versions of English
dictionaries,
thesauri and foreign language dictionaries. A long list of online
dictionaries is maintained under "
dictionaries".
Wikipedia and its offspins (such as
Wiktionary) marked a new departure in educational reference software. Previous encyclopedias and dictionaries had compiled their contents on the basis of invited and closed teams of specialists. The
Wiki concept allowed anyone and everyone to join in creating and editing an online set of reference works.
For more detailed information, see the articles on:
Educational software on custom platforms
Some manufacturers regarded normal
desktop computers as an inappropriate
platform for learning software for younger children and produced custom child-friendly pieces of hardware instead. The hardware and software would be combined into a single product, such as a child-sized laptop-lookalike. The most well-known example are
Leapfrog products. These include imaginitively designed hand-held consoles with a variety of pluggable educational game cartridges and book-like electronic devices into which a variety of electronic books can be loaded. These products are more portable than laptop computers, but have a much more limited range, concentrating on
literacy and
numeracy.
Computer games with incidental learning value
These are games which were originally developed for adults or older children and where the developers usually paid little or no consideration to potential learning implications. The absence of educational intent means that the term
edutainment cannot be applied here. Such games were nevertheless enthusiastically received in some educational circles and even passed into academic literature. Typically the educational value lies in the
simulation of social, historical or economic processes.
Software in corporate training and tertiary education
Earlier educational software for the important corporate and tertiary education markets was designed to run on a single
desktop computer (or an equivalent user device). The history of such software is usefully summarised in the
SCORM 2004 2nd edition Overview (section 1.3), unfortunately, however, without precise dates. In the years immediately following 2000, planners decided to switch to
server-based
applications with a high degree of
standardisation. This means that educational software runs primarily on servers which may be hundreds or thousands of miles from the actual user. The user only receives tiny pieces of a learning module or test, fed over the internet one by one. The server software decides on what learning material to distribute, collects results and displays progress to teaching staff. Another way of expressing this change is to say that educational software morphed into an online educational service. US Governmental endorsements and approval systems ensured the rapid switch to the new way of managing and distributing learning material.
See also:
Software for specific educational purposes
This covers a diverse range of highly specific niche markets for educational software.
Selected reports and academic articles
- Judi Johnson, “Then, Now and Beyond… A Look at the Past 30 Years of Educational Software” in Learning & Leading with Technology Volume 30 Number 7 (2003)
- Warren Buckleitner, “The State Of Children's Software Evaluation--Yesterday, Today And In The 21st Century” in Information Technology in Childhood Education (1999), 211-220
- Virvou, M., Katsionis, G., & Manos, K. (2005). "Combining Software Games with Education: Evaluation of its Educational Effectiveness." Educational Technology & Society, 8 (2), 54-65.
- J. Enrique Hinostrozam & Harvey Mellar, "Considering Pedagogy in the Design, Development and Evaluation of Educational Software" (2000?)
- Said Khalifa, Chris Bloor, Walter Middelton, Chris Jones. “Educational computer software, technical, criteria, and Quality” in Proceedings of the Information Systems Education Conference 2000
- "An Environmental Scan of Children’s Interactive Media from 2000 to 2002" (An executive summary prepared for by Just Kid Inc., June 2002)
Selected products and suppliers
Examples of educational software by subject
- English / language arts / literacy
- Kar2ouche
- Dictionaries: Merriam-Webster dictionaries, Oxford English Dictionary
- Literacy at pre-school and primary levels: Learning Ladder series
- Achieving Reading Fluency: Fonty Reading Lab with Voice Recognition
- Foreign Languages
- Vocabulary trainers: Vocabulix, VTrain
- Mathematics
- Science
- History and geography
- Art and music
Other kinds of educational software
Well-known brands and suppliers of educational software
Related topics on Wikipedia
External links
Educational software
didacticiel | Bildungssoftware | Software educativo | Software educativo