SOFTWARE EVALUATION
for

 

 Super Tutor Vocabulary

 

Software Reviewed By: Jessica Holbert

mailto:[email protected]

Product name/address

  The Super Tutor Company

  762 Palomar Ave., Sunnydale,CA  94086

Version/Date

   Copyright 1997

Platform / Operating system

Win 3.x  Win95  Win98  WinNT  Win2000  MAC UNIX  Other
  Specify: ____________________

Subject:   English Vocabulary  

Publisher:  Accurate Research, Inc. _________________________________________________________

ESL/EFL Level(s):     Basic Low Intermediate   Intermediate  High Intermediate  Advanced
Age group:     kindergarten   elementary grades  middle grades  high school  college age  adult interest

Windows System requirements:

 

MB Ram   

16       at least 32         at least 64  

   at least 128  

Processor speed

     75 or faster CPU     286               386  486  Pentium II  Pentium III      

Hard disk space free

2 MB 4 MB 6 MB 8 MB 10 MB more than 10 MB

Windows Version

  Windows 3.1 Windows 95 Windows 98Windows NT

Graphics card (w/compatible monitor)

8-bit VGA    16-bit VGA    

     640 x 480 SVGA, capable of 16-bit clolors           with small fonts

Peripherals

CD-ROM Drive (double speed or faster)   Headphones or Speakers 

Mouse
Sound Blaster (or compatible) sound card  Microphone
Modem (optional)   

Printer (optional)

Macintosh System Requirements:

  THERE IS NO MAC OPTION

MB Ram

4 MB 5 MB 6 MB 7 MB 8 MB 9 MB 10 MB

Processor Speed

68030 or newer: yes no

Hard disk space free

2 MB 4 MB 6 MB10 MB

System Version

7.0 or higher:  yes no

Graphics card (w/ compatible monitor)

8-bit VGA 16-bit VGA SVGA

Peripherals

CD-ROM Drive  Headphones or Speakers  Mouse
Sound Blaster (or compatible) sound card  Microphone
Modem

Time needed to complete:

less than 30 minutes 30 minutes 60 minutes more than 60 minutes

 Depends on the goal of the learner

         (can be < 30 mins. or > 60 mins.)

Learner group size:

individual  pair   small group  large group  whole class

User friendliness:

not at all somewhat average good excellent

Prerequisite skills or activities:

Language Skills Needed:

q       Intermediate or above level of English vocabulary

 

Computer Skills Needed:

q       Basic knowledge of computer operation and word processing

 

Program Description:

First Command: The first thing the user does is write in his or her name.  The name is saved automatically and can be chosen whenever the program is run.

Main Menu Options:  The program starts with a selection of items from which to choose.  There is instrumental accompaniment.

 

 

Ø       Study Zone

q       This section is the focus of the program, as it contains all of the vocabulary lessons, both standard and custom.  Choosing this option from the main menu takes you to the number of the vocabulary lesson you have chosen from “Select Lesson” (this is explained in the next section of this review).  If you have not selected a lesson, then you are taken to Lesson 1.

q       The screen for the lesson chosen appears and almost simultaneously, the first word in the lesson appears one letter at a time (quickly, like it is being typed).  When that is finished, a female voice pronounces the word. 

q       Pronunciation:  Next to the word, there is an icon for the audio feature (a picture of a bullhorn), which may be selected to hear the word pronounced as often as needed.

q       Definition:  This is found directly below the word. It is short (no more then two lines and usually not that long) and gives up to three variations on the definition, depending on the word. 

q       Example sentence:  This is found directly below the definition.  The sentence uses the vocabulary word in context, in order to exemplify the meaning.

q       Spelling:  There is a box that bounces back and forth across the bottom of the screen, which asks the user to press the space bar to practice spelling.  The learner must choose this option before continuing the lesson.  When the space bar is used, a copy of the screen appears, this time with only the definition and no example sentence. Where the word was, there is now a cursor and this is where the learner types the word.  The audio feature may also be accessed to hear the word pronounced.  How correct or incorrect answers are addressed is discussed in the “Feedback” section of this review.

q       Other options:  There is a choice of four icons at the top of the screen:  “Help” (the word “Help”), “Search” (a magnifying glass) “Time” ( a clock), “Score” (a pencil), and “Exit” (a door).  On this screen, only “Help”, “Search” and “Exit” may be selected.  The other two are faded and may only be accessed in the “Quiz Zone” section.

q       Help: This option is found in every section of the program.  It has the same format for each section:  an example page of the section being accessed pops up and as the cursor is moved around the screen, comment bubbles appear as appropriate and explain any relevant details.   When the cursor is over the “Help” icon, the user is told to click anywhere on the screen to exit “Help”.

q       Search:  This takes to user to another section of the program, where the whole collection of vocabulary words used in the program can be found.  (This will be further explored later in the review).

q       Exit:  This option takes the learner back to the main menu.

q       At the end of each lesson, the learner is given two options of which one must be chosen:  1.) Take a quiz for the lesson (This is explored later in the review).

    2.) Review the lesson.  If the learner wants to exit, they must choose one of these two options and then select exit from the chosen section.

Ø       Select Lesson

q       This is usually where the user will want to start.  This option takes the learner to a menu, where a choice must be made about which lesson is to be presented. 

q       Standard Lessons: Categorized by numbers 1-75.  There are twenty words in each lesson.  There are 1500 words total in the program.

q       Custom Lessons:  Catergorized by numbers 76 + up.  These lessons are designed by the user and so the amount varies according to how many lessons have been created. 

q        Lesson Selection: A lesson number must be typed in the box with the blinking cursor.

q       Preview: To preview the lesson, select “preview”.  A box appears, in which the words for the lesson are listed.

q       Select:  To select a lesson, click on OK.  You are then taken back to the main menu, where you may select different options for that lesson;  “Study Zone”, “Quiz Zone”, or “Print”.

q       Help:  This option may be selected for further explanations of what is found on the screen for this section.  Comment bubbles appear which give the purpose for each relevant area on the screen.

q       If  no lesson is chosen, then selecting “OK” takes the user back to the main menu.

 

Ø       Custom Lessons

q       This option may only be chosen from the main menu.  When selected, the user is presented with a template for the lesson format found in the “Study Zone”.

q       The user must put in a word and a definition in the appropriate areas; sentences are optional.

q       You may have up to twenty words per lesson, but you have to have twenty in order to create a new lesson and lesson number.  The numbers for the custom lessons start at 76 and are automatically selected in the order the lessons are created.

q       The words chosen may be the users own words or words from the program.

q       If the user has put in a word that has been put into another custom lesson, the user is notified.

q       As the words are added, they appear in a list on the right-hand side of the screen.

q       An entry may be edited by selecting a word from the created list and then changing the entry as needed. 

q       An entry may be saved or cancelled at any time.

q       Help:  Provides the comment bubbles for explanations of the relevant areas.

q       Go Back:  Goes back to the main menu.

When the user goes to a custom lesson, it is the same format as the standard lessons, minus the pronunciation option.

Ø       Search

q       When this option is choosen from the main menu, or from anywhere else in the program, the user is taken to the glossary of words used in the program.

q       The learner can choose a letter from the alphabet, shown on the left-hand side of the screen. 

q       When a letter has been selected, all of the words used in the program starting with that letter appear in alphabetical order in a box on the screen with a scroll bar on the side. The user can scroll down as needed to find the desired word.  Up to twenty-four words can appear at one time in the box.

q       The user selects a word from the list.  In another box, the word appears, next to the audio icon and followed by the same definition and example sentence given in the lesson in which that word is found in the program.  The audio icon may be selected and the user can hear the word pronounced as many times as needed.

q       Help:  Provides the comment bubbles as the cursor passes over each relevant area.

q       Go Back:  This option takes the user back to the section of the program being used when the “Search” option was chosen.

q       The “Search” option is available from anywhere in the program, except from the “Quiz Zone”.

Ø       Quiz Zone

q       This option may be selected from either the main main menu, or from a lesson in the “Study Zone”.  (This latter option automatically appears at the completion of each lesson, were the learner can be quizzed on the lesson just completd).

q       Selecting a Quiz: The user should first select a lesson on which to be quizzed from the “Select Lesson” option from the main menu.  Then when “Quiz Zone” is selected, the user is taken directly to the quiz for that lesson.  If no lesson is selected, then the quiz for Lesson 1 appears.  There are no quizzes for the custom lessons that can be run from the program.  However, quizzes for custom lessons may be printed.  The quizzes are automatically formatted and words are put in from the program’s vocabulary list to fill out the multiple choice selections.

q       The user is presented with a screen which has the lesson number, a box where the question is to be asked and multiple choice options, and the same icons as are found in the “Study Zone” at the top of the screen.  The only icon that cannot be accessed is “Search”, so the learner cannot look up a word during the quiz.

q       Time Limit: There is a six minute time limit for completion of the quiz.  One can chose to have more or less time by selecting the icon for “Time”.  A drop-down menu appears which gives the user a selection of faster (four minutes), fast (six minutes, although since it is the same time amount as “normal”, it should be five), normal (six minutes), slow (eight minutes), or slower (10 minutes).

q       Start Quiz: After the time is chosen, the user than selects the flashing “Start Quiz” button at the bottom of the screen.  The “Time” icon (a clock) then changes into a digital timer and starts to immediately count down from the selected time limit.  The “Start Quiz” button changes to “End Quiz” and may be chosen anytime.

q       A sentence appears in the “Quiz Box” which contains the a highlighted vocabulary word from the chosen lesson, followed by four multiple choice options, each of which is a one word definition.  The learner places the arrow on the word which best defines the vocabulary word from the sentence and clicks on it.

q       The next sentence appears after a answer has been chosen.  The user repeats the process until all of the twenty words form the lesson have been presented.

q       At the bottom of the screen, there is a “forward” or “back” option, which the user can select to go back to a previous word and then back again to the last question being answered.

q       If the quiz is finished and there is time left over, then the learner is given a choice to review the quiz or to finish and go to the scorecard.

q       Score card: This gives the learner the final score for the quiz.  (The user may opt to end the quiz early, in which the score card is presented with the score up to the point of quitting).  The user may only see the scorecard for that quiz.  How correct or incorrect answers are addressed is discussed in the “Feedback” section of this review.

q       Help: Comment bubbles provide the relevant details about the page.

Ø       Print

q       One may pre-select from the “Select Lesson” option from the main menu, or type in a lesson number to be added.  A lesson may also be unselected.  You may print as many lessons or quizzes as desired.

q       When you opt to print lessons, the twenty words from that lesson are printed, 10 to a page and the definitions are provided.  There is a lot of space between the definitions, presumably for note-taking purposes.

q       When you print a quiz, the hard copy is in the same format as is shown on the screen.

q       Help: Provides comment bubbles for  explanations of all the relevant areas.

Ø       Game Zone

q       There is one game to be selected, with two options.  The game is called “Top of the World”.  You may choose the “Synonym” or “Antonym” option.  The questions to be answered use the vocabulary from the lessons in the program.

q       Object of the game:  To get to the last space on the board. The player starts with $5000 dollars, shown at the bottom of the screen. The player lands on either a question space (it has a question mark) or situation space (blank).  To move forward, the player must either answer the question correctly, or either collect or lose money as determined by the situation space.  If the player runs out of money before reaching the end, the game is terminated.

q       The user is shown a game board and a chess-like pawn on the board.  This piece represents the user.

q       The right-hand side of the screen contains the option to “Spin” (the icon is a wheel with six numbers).  When this is clicked on, the player is moved the selected number of spaces.

q       Question space:  When the player lands on a space with a question mark, a word appears on the right hand side of the screen, along with four other words.  The player must chose the best word from the selection of four words.  The selection must either represent a synonym or antonym for the word in question, depending on the game option selected.  If the player guesses wrong, they remain where they are.  If they get the answer right, they are moved two or three more spaces.

q       Situation space:  When a player lands on a situation space, they are presented with a scenario (going on vacation, sick in the hospital, etc.) where they either collect or lose money.  The scenario is presented in the “message” box on the right-hand side of the screen.  As long as there is money in the bank, the game continues.

q       If the player runs out of money, the game ends.  The player is shown a screen that says “You are Dead” and has a cross and a sheep with a halo and flapping halo wings.  From there, you can start over or exit.

q       Help:  This options provides the player with comment bubbles for each area (but does not explain how to play the game!)

q       You may quit at any time, but your game cannot be saved.

 

Objectives for the program

 

Ø      The program has a very simple objective; improve vocabulary.  The assumption is that whoever uses this program already has at least an intermediate knowledge of English vocabulary and use.  In effect, the program is about vocabulary enhancement.  The authors claim that enhanced vocabulary leads to better writing and clearer thinking.

 

Ø      The program is a student tool, to be used outside of the classroom to learn and practice advanced vocabulary for academic purposes.  The authors specifically mention learning this level of vocabulary does increase performance on college entrance exams.

 

 

Ø      For instructors, this program has value for those who teach SAT/ACT and/or TOEFL prep.  Also, the program cold be used simply to enhance vocabulary of higher level students who are looking for more ways to express themselves when speaking or writing.

 

Ø      The program is for skills-building.  The words to be learned are given little context.  The instructor would have to supplement the content in the program in the classroom for integration of the vocabulary.  The teacher can also use this software as a tool to design custom lessons and quizzes.

Type of Program:

Problem Solving  Drill and Practice  Simulation Informational   Game Student Tool  Teacher Tool ESL-Specific Non-ESL Specific  Testing  Text Reconstruction  Text Construction  Exploratory activities
Other: ______________________________

English Language Areas Covered:

Reading   Speaking  Writing  Vocabulary  Grammar  Listening   Cultural Competence  Computer
Conversational  Other: ___________________________

Pedagogical considerations--Program Operation:
 

 

Ø       There is no instruction manual for the user.  There is only a user’s guide that explains the set-up procedure.  It seems remiss on the part of the authors not to include at least a cursory introduction to the program’s flow.  For example, the beginning user does not know which option to pick first from the main menu.  Only through trial and error is it revealed how to chose a lesson and not start with Lesson 1 everytime.  Then once the lesson is picked, the student must go back to the main menu to access that lesson or quiz.  Only then is it revealed, as the cursor is passed over the different menu options and bubble comments appear that the user must go to the “Study Zone” or “Quiz Zone” to access the chosen  lesson or quiz.  There is no “Help” option on the main menu.

Ø       The program is simple to use and once the user runs through all the options, it is easy to complete the different tasks.

Ø       There is no set sequence, once the learner discovers that they can select a lesson or quiz and not start from the beginning every time.

Ø       Maneuvering around the program is simple, as each section has an “Exit” or “Go Back” option.  The user must go back to the main menu whenever a change of sections needs to be made.

Ø       The user can quit at any time, but there is no save option, either for work completed or score-keeping.

Ø       Due to the fact that there are no instructions for the user, some assistance may be required.  However, for the ESL/EFL context, this program is useful only for high-intermediate and advanced students.  The comprehension of the content should be easy at this level.  The amount of instruction needed prior to running the program would seem to depend more on the student’s knowledge of computer use and word processing.

Ø       Although no scores can be saved in the program, the scorecard results for the quizzes can be printed out.  In this way, the scores and time taken to complete a quiz can be accessed by the teacher.

Ø       Either the user or the teacher can customize lessons by creating their own word lists and definitions.  It is easy to do, as the program formats the lessons for you and provides words for the multiple choice selections.  The custom lessons can be run from the program. The custom quizzes cannot, but may be printed out and are automatically formatted with multiple choice selections.  

 

Pedagogical considerations--Feedback:

 

Ø      Standard and Custom Lessons

q       Correct Spelling:  If the learner spells the word correctly, a xylophone sound is heard and the next word appears and the process starts over.

q       Incorrect Spelling:  If the word is spelled incorrectly, a “bonk” sound is heard and the word must be re-typed. The learner gets up to three tries.  On the third incorrect attempt, the sound of a crowd groaning is heard.  The learner is asked to choose from two options:  1.) Try again or 2.) go back to the previous page and look at the word again.  The learner must spell the word correctly before moving on.

Ø       Quizzes

q       Score card: This gives the learner the final score for the quiz.  (The user may opt to end the quiz early, in which the score card is presented with the score up to the point of quitting).  Each scorecard has the date, time taken to complete the quiz, and number of incorrect answers.  The user may only see the scorecard for that quiz.

q       100% correct:  If the learner has no errors, they are given two choices: 1.) print the scorecard results 2.) “I’m done”; this option takes you back to the quiz page  and from there you may go to the main menu to choose another quiz, or take the quiz again.

q       Wrong answers:  If you have any wrong answers, the scorecard tells you how many were incorrectly chosen. A list of the sentences from which the wrong answer was chosen is presented, along with the incorrect answer, the right answer and the definition.  You are given the choice to print the scorecard or finish and go back to the quiz.

Ø       Usefulness of Feedback

q       Lessons:  Since the learner must spell a word correctly before going on, this forces the learner to get it right.  This is usful, as spelling is commonly given little focus in the classroom or during study time.

q       Quizzes:  The user does not know whther or not they have chosen incorrectly until they finish the quiz.  This is beneficial, as a learner may spend too much time on one answer until they get it right.

q       Extensive Record-keeping:  This is not a feature offered in this program.  Scorecards can be printed out, however, so that students may keep track of their progress in this way.

q       Pronunciation:  There is no feedback for pronunciation.

 

Pedagogical Considerations--Content:
 

x  Well organized                   Well sequenced 

 x  Enjoyable*                               Interesting**                  Factually correct 

 

x  Helps learning***               x  Provides effective practice                   

 

  x  Introduces new language understandably                     x  Provides meaningful

 

interaction between computer & learner 

 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 


  *Enjoyment of this style of program depends on the learning style of the student. This program makes this type of drill and practice as enjoyable as it can be.

  **How interesting this activity is depends on the learner and learning style.

  ***This program does not set language learning as one of its goals, in the communicative sense.  The idea is to learn new, difficult vocabulary for academic reasons.  Strategies are practiced, such as word recognition, vocabulary recall, and comprehension of vocabulary through context.  As for computer skills, the learner practices basic word processing and mouse control.  The most amount of typing required is a user created example sentence for a custom lesson.

  ****This program is meant for individual use. It is capable of being used by multiple-users (not at the same time), which is useful for designing and accessing of custom lessons.  

 

Pedagogical considerations--Program Output
 

x  Attractive screens
x  Color
Video
x  Attractive Graphics*
x  Attractive Sounds**
x  Personalization
x  Print option available***

  *The graphics are attractive and vary from screen to screen.  The inclusion of graphics enhances the screens and are not distracting.  Each section is divided into parts and colorfully arranged so that each area is distinct and easy to read.

  **The sounds provided for feedback are not needed per se, but lower the affective filter by providing a “lighter-side” to the drill and practice. 

  ***This is one of the better features of the program.  It allows the teacher to print out a custom quiz for the class and provides access to student scorecards for the quizzes.  The printouts from the lessons do not print out what is on the screen; they print out the words and definitions. This could be useful practice for students to write their own sentences for context and to practice using the word.

Examples of how this program could be used in the classroom in an ESL/EFL context:

     This program is useful only for a very specific context for both the ESL/EFL and non-ESL/EFL student.  Students looking to go on to higher education or to study in an English speaking country will find this program useful.  It provides higher level vocabulary, of the type found on the SAT/ACT and TOEFL exams.  It also prepares a student for the format of some the vocabulary sections of these tests.  This program would not be useful in the classroom, but could be beneficial outside of class for drill and practice purposes.  Also, a teacher can also utilize the custom lesson and quiz feature to create materials to be used in class.

Overall Opinion:

Highly recommended program  Pretty good
x  Useful  OK  Modifications Needed  Not Useful

Strengthes of the Program

Ø      The program effectively reaches its goals according to collegeboard recommendations of how to study for standardized tests commonly required for university entrance exams.  The program is, in effect, like flashcards.  While agreed that this may not be the best method for the acquisition of vocabulary, it is useful for the specific purpose of standardized test-taking.

Ø      It gives “one-on-one” practice for the user and the lessons can be repeated over and over as desired.  Also, the learner can set an individual pace for completing the lesson and quizzes.

Ø      The layout is simple and easy on the eyes.

Ø        There is no way for a user to be confused about task completion once the program becomes familiar.

Ø      The installation is easy and the program takes up little space in the hard drive.  This is useful in a school setting where there are often multiple users for any one computer.  This is also useful for a home PC, as memory can be expensive to acquire after the initial RAM is full.

Ø      There is free technical support.

Ø      There is a money back guarantee.

Ø      Buying the software gives the user a three month free trial membership to http://www.homeworkhelp.com/, which has tutorials on a number of subjects.  The software has direct link to the web-site.

Ø      Lesson and quizzes can be custom designed and printed out.

Ø      The example sentences used for the lessons are different from those used in the quizzes, which challenges the learner to chose a word solely on context and not just memorization.

Ø      The game, “Top of the World”, has the learner think about the words in a different way, by focusing on synonyms and antonyms for the words in the lessons.

 

Shortcomings of the Program

 

Ø      The primary drawback is that the program only addresses one learning style.  Some users will be satisfied with the reliability and repetition of format.  However, the lack of variety in the lesson formats may bore the user after a while.

Ø      The progress of the learner can only be tracked through hard copy print outs of the score cards.  This can become cumbersome if the user is dedicated to tracking scores and times for the quizzes.

Ø      There is no instruction manual for the user.

Ø      There is only one game in the program. There is no explanation of the rules of the game and the goal must be inferred.  Also, the game piece is moved on the board for the user, which decreases interaction and involvement.  When there is a decision to make about what direction to go in, the program choses it for the user.  This also detracts from the game.

Ø      When doing a lesson, the user cannot go back to the previous word and can only move forward.  To access another word while in the lesson, the search option must be utilized, which takes the learner out of the lesson and is cumbersome for that reason.

Ø      Although the authors claim that the program will help the user learn to pronounce words, one can only hear the words pronounced. There is no feedback for student pronunciation.

Ø      The scorecard only gives the learner the time it took to complete the lesson in seconds.  While it is not difficult to calculate the minutes, it is an annoying detail.

Ø      The start up box pops up periodically while running the program.  The only usefulness for that is so the learner can go directly to the sister web-site.  However, one needs to be on-line and interrupt what is being done to do this. 

Ø      The authors give no criteria for selecting the words in the program.

 

Additional Comments:

     This software is useful for the specific purpose of learning vocabulary and formats commonly used in college entrance exams.  However, if a teacher wanted students to really know the words to be used for spoken or written communication, supplementary communicative activities would have to be created.  

 

 

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