Software evaluation
Jump Start: 1st Grade Classic Version, 1995 Knowledge Adventure Inc.
Strengths:
This software has many advantages, including the amount of diversity in the content. You have the option of reading a story, adding or subtracting, counting money, a children’s version of paintbrush, science and geography. The directions are extremely simple as they should be for a program designed for students ages five-seven. The graphics are good and there is a puppy that explains everything. The puppy was a brilliant idea because I believe it would attract children’s attention.
Weaknesses:
I think one problem with all software and computerized programs is that when you make a mistake they can not explain what you did wrong. Another weakness with this program is that it is four years old. I believe it is very effective, but there are newer materials on the market.
My Goals for Jump Start Software:
1. The student should learn how to start the program independently
2. To use the program to advance in academic areas
3. To combine computer skills with other curriculums. (In this activity word association will be used, but the software also has activities for adding,telling time, counting money, a paint brush program, a measuring activity and many other games)
4. To use diverse materials in the classroom
5. Inform students of ethical issues related to copyright laws
Goals for Specific Lesson:
1. To increase the students word association vocabulary
2. To increase the students memory recall ability
Plan for software use:
If this is the first time you have used the program with a particular student be sure to go over copyright laws and why you can not put the same software on all the computers.
The program has many different subjects on it, but we are going to use it for word association and memory recall during this lesson. Since we are using it for reading purposes you may chose to do this activity during part of reading time. If you follow the step by step instructions the entire activity should take around fifteen minutes. You could use this specific activity with a group of two or three, but for my purposes I will use it individually. Guide the student through the opening and introduction of the program. I prefer to have them do this, with my assistance so they can become familiar with the computer. When you come to the classroom, listen to the puppy explain what to do and have the student click on the computer.
A game commonly called concentration will appear. There will be
ten doors, the student may pick two doors and try to match a word, such
as hat with a picture of a hat. The game continues until the student has
made all the matches. At this point you have the option to play again.
The game automatically monitors success and the number of attempts it takes
to get a set of words correct and increases in skill level appropriately.
The words are simple such as hat, pot or door. The program also uses numbers
such as the word five and the number five. After the student has played
two to three games, depending upon the length of each game have the student
close the program and ask the following questions.
1. Do you think this game helps you remember what the words mean? Why?
2. Would you like to play this game again?
3. You can have pictures prepared of the pictures that are used in the
program and have student verbally say the names of the items.