SOFTWARE EVALUATION

Software Reviewed ByJessica Holbert  

Title of Software: Decisions, Decisions

Product name

  Tom Snyder Productions

Version/Date

  Lying, Cheating, Stealing”; 1996

Platform / Operating system

  Win 3.x;  Win95;  Win98;  WinNT(additional student-grouping option with this);  MAC;

  IBM 486 compatible or higher
  Also Needed:  8 MB RAM, 256 color, 640x480 monitor or higher

ESL/EFL Level(s)*:     Intermediate;  High Intermediate;  Advanced

*Skill level is not directly indentified, but it seems that a learner would have to be at an intermediate level to use program efficiently.

Age group*:     middle grades;  high school;  college age;  adult interest
  

*The plot for the activities centers around a high school student making moral choices, but the content is appropriate for most ages.

ASSESSMENT

Type of Program:

  x Problem Solving   x Simulation  x Informational

 

 x Game-like x ESL-Specific  x Exploratory Activities

 

x Critical Thinking  x Collaboration  N/A Non-ESL Specific

 

  N/A Testing  N/A Text Reconsruction

 

N/A Text Construction (note-taking is required)

 

N/A Drill and Practice  N/A Informational

 

 N/A Student Tool  N/A Teacher Tool

User friendliness:

  Excellent

English Language Areas Covered:

 x Reading     x Speaking   x Writing  xListening

 

  xCultural Competence   xComputer      xConversational 

 

N/A Vocabulary (not directly)  N/A Grammar (not directly)

What does the program try to accomplish?

Ø          This goal of this program is for students to learn language through negotiation of meaning with other students by making decisions based on options given throughout the activity. There are three different scenarios from which to choose.

 

Ø          It is similar to a role-playing game, in that each team takes on the persona of a beginning high school student who is just starting in a new school and does not yet have any friends.

 

Ø          The class is first split into teams, or students may  participate as a whole class. 

 

Ø          They must then prioritize three pre-set goals, plus one of their own design. The teams must choose from different options and then face the next decision based on the one made before it.

 

Ø          The decision-making process is aided by bits of advice and pieces of the puzzle provided both from the software and from an accompanying paper-based journal. (The software package comes with 30 identical journals).

 

Ø          The program is specifically designed to improve critical thinking skills and to encourage collaboration within the student teams.

Pedagogical considerations--Program Operation:
How easy is the software to use?  

 

Ø          The program comes with a booklet which addresses the various procedures and possibilities for classroom use.  It is invaluable as a guide, as it takes the teacher through the set-up process for each system and demonstrates the individualization possible for each classroom.*

*For instance, if your classroom has one computer, you may want to choose to have the whole class be one team, or make a multi-team rotation.  For a computer lab situation, you may want to choose the small team approach and have many groups working at once. Also, with the network version of the program, you can create a multi-team network and have up to 20 teams going at once.  The possibility of on-line discussion is also possible.  From Listserv, a class may join the Decisions, Decisions discussion group and debate the issues addressed in the program.

Ø          The booklet also has many tips for teachers, such as how to distribute the students among the various teams, how to manage the teams, and follow-up discussion ideas.

Ø          Free technical support is available.

 

Ø          There is a considerable time investment involved to complete a simulation; depending on how the class is divided and the size of the class, the activities are said to take from 3-7 days to complete.

Ø          The program is quick and easy to install and is very simple to use.  Learners can save their work in a file that can be accessed at a later date.  Also, students may end the simulation at any time and save their progress.

 

Pedagogical considerations:

Feedback


How does the software program evaluate the learner's response? 

Ø          The author has broken down the critical thinking process into five different stages:

o        Analyze the situation

o        Determine the goals for the team.

o        Consider all the options as they appear.

o        Make a decision.

o        Evaluate how well the team met the goal    and if the team “did the right thing”.

Ø         One of the more interesting features of this arrangement is that there is no right or wrong answer.  At the end of each final decision, each team decides for itself if they reached the first goal from the prioritized list made at the beginning of the activity. (They pick a thumbs-up, -down, or -sideways).  A score is then generated for each group depending on their self-evaluation.  (A good follow-up discussion would be to discuss each group’s decisions and have the rest of the class assess whether or not the goal was met).

Ø          The lack of feedback from the “game” itself forces discussion among students as to who did or did not ”do the right thing” .

Ø          Follow-up activities that encourage application of the skills learned during Decsions, Decsions is encouraged for teacher evaluation of the students’ integration of those skills.

 

Pedagogical Considerations:

Content

x  Well organized     x Well sequenced*     x Enjoyable


x Interesting**      N/A Factually correct    x Helps learning


x Provides effective practice   N/A Introduces new

 

 language understandably        x Provides meaningful  

 

interaction between computer & learner 

 

 x Provides communicative interaction between students***  

 

 x  Creates challenge without anxiety

x Free of excessive violence        x Free of stereotypes

x Takes advantage of computer's unique capability

 

       *  The layout is very simple and can be easily understood and manipulated by even a novice computer user.  The sequence of steps and decisions are solely dependent on the decisions made before it, which creates a directed flow for the teams.  A clear sense of cause and effect is demonstrated. 

      **  What makes the program interesting is that the goals are individualized for each team.  Because of this feature, different choices can be made that are “not the right thing to do”, but may still achieve the goal of the group.  This developes many opportunities for debate and discussion.

*** This is the main goal of Decisions, Decsions.  The program is set up to achieve this goal efficiently.  It is recommended that student groups be made up of mixed learner levels, so groups may need to be monitored to be sure all students are participating equally.



Pedagogical considerations:

Program Output
 

x     Attractive screens       xColor          N/A Video


x     Attractive Graphics         N/A Attractive Sounds


x     Personalization        x Print option available

            This software program addresses the importance of student collaboration and negotiation of meaning for language learning.  The interactive approach forces the learner to use top-down processing skills and to think critically before choosing options.  A cooperative learning atmosphere and forum for debate is able to be formed, with no one ever being “wrong”.    There is ample opportunity for follow-up activities, especially for written or oral skills.  I would recommend this software to any classroom whose objectives include improvement of academic, conversational, or critical thinking skills.

 

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