Bryan L. Chapman
Brandon Hall Research/Chapman Alliance, Sunnyvale , California
Handbook of Research on Educational Communications and Technology
This article is helpful and directly relevant to technology in the classroom and breaks down the four types of technology tools that are available to teachers. The article discusses what technology is available to education and how to use in a school setting. The four categories are: standard authoring tools, front end design and automated instructional design, simulation and gaming tools, and team development or publishing tools can all come together to create a technology based classroom and also help streamline the process for teachers to best utilize time and methods. Standard authoring tools include programs such as Dreamweaver, Flash, Captivate, Breeze, and other programs that allow non-programmers to easy assemble media and code to build learning applications. For example Dreamweaver is a website design tool that does not require knowledge of code, instead the program creates the code itself with your directions. Front-end design and automated instructional design tools (AID) are designed to create high level instructional design documents or just the production phases of a document. Some of the most useful tools include: The Designer’s Edge, GAIDA, CourseWriter,etc. CourseWriter was created for commercial use to focus on front-end design, objective writing, and course organization. Similar is The Designer’s Edge which designs, develops, and implements the model of instructional design in the primary interface. The system is user friendly and walks the user through the objectives to create a course map and tools for scripts, storyboards, and multimedia for creating online learning. Learning-Activity focused design tools are a classification of tools used of designers that consist of simulation and gaming tools. These tools are successful in instruction and include business skills, role-playing, business modeling, and story-problem/scenario-based learning. There are tons of software options available, even particular video games offer these learning styles, for example Gameshow Pro, Games2Train, and Composica Enterprise. Tools that are useful for the classroom include: OnDemand, Firefly, STT Trainer, SoftSim, and RapidBuilder. There are three classifications of tools in this category: software simulation tools, soft-skills simulation tools, and hard-skills/technical simulation tools. They range in difficulty as well as prior knowledge requirement. Team development/publishing tools are a new classification based on groupware projects and online learning development using multiple content contributors. The group works together to add content and exercises to the larger course. Tools available include: Evolution, TotalLCMS, ForceTen, Learn.com, and TopClass. All of these tools come together to provide teachers with tons of resources for creating online support.
Whether it be online courses or just useful tools for integrating technology into the classroom, it is important for teachers to utilize the tools available. This article is the most directly relevant as to providing apps and software that can be used in the classroom. I found that this article did a good job of outlining the different categories of software, what they are used for, and what software is available in those categories. Personally I think that the scenario-based learning is the most interesting and something I hope to work with more directly in the future. From an English teacher perspective there is a lot of opportunity to get students involved directly with the literature through scenario-based learning, especially Shakespeare. We can create games based in Shakespeare’s plays and students can take themselves through the game to learn about the play. The article was really helpful for creating a list of resources available to teachers for integrating particular software and technology in the classroom.