Software Reviewed By: Jessica Holbert
Title
of Software: English Multimedia Games and Conversations
|
Product name |
Tom Snyder Productions |
|
Version/Date |
Triple Play Plus; 1994-1997 |
|
Platform / Operating system |
Win 3.x; Win95; Win98; IBM 486DX66 compatible or higher
microprocessor |
ESL/EFL
Level(s)*:
Beginner-Intermediate
Age
group*:
elementary,
middle grades; high school; college age; adult interest
*some activities are more appropriate for one age group and not
another and some are suitable for all age groups.
ASSESSMENT
|
Type
of Program: |
N/A Problem
Solving N/A Simulation x
Informational x Game
x ESL-Specific x
Exploratory Activities N/A Collaboration N/A Non-ESL
Specific N/A Testing N/A Text Reconsruction N/A Text Construction xDrill
and Practice x Student
Tool N/A Teacher
Tool |
|
User
friendliness: |
Excellent |
|
English
Language Areas Covered: |
x Reading x Speaking N/A Writing xListening
xCultural Competence xComputer xConversational xVocabulary N/A Grammar
(not directly) |
|
What
does the program try to accomplish? |
Ø
Overall,
the program focuses on the sounds, words,
and phrases of conversational English. The goal of the program can change according to the learner, who can choose a particular
language skill from different activities.
There are two introductory levels, which focus on the user listening
and reproducing sounds, letters, and words in English. The games and
conversations are broken up into three levels. Level one concentrates on vocabulary, using word games (like Concentration and Word Bingo). Level two focuses on phrases, while level
three is centered around conversational practice. Ø
At
each level, the learner has the opportunity to practice listening, reading,
and/or speaking. |
|
Pedagogical
considerations--Program Operation:
|
Ø
The
user’s guide that comes with the program is, at first, very intimidating due
to it’s thickness and complexity.
This is due to both the variety of
activities available and the 3 different language areas to be
practiced at each level. The
beginning of the manual should be read first, for setting up purposes. However, to learn how to navigate the
program, one should open the desired acitivity and use the guidebook at the
same time when first getting started.
The explanations are clear and navigation becomes very easy. Ø
The
icons used for listening(an ear) and speaking (a microphone) are appropriate
and recycled often, so it is easy to catch on and choose which skill to
practice with the click of a button. Listening is constantly being practiced,
as a lot of the games, dialogues, and feedback automatically have a audio format
for the student to hear. Ø
The
program is quick and easy to install. Ø
There
is no “flow” to the program, as there are no activities that build on
previous ones. This may or may not be
appropriate, depending on the goals of the class or individual learner. Ø
There
is a “save” feature for students to record their voice during an
activity. There is no save option for
other kinds of work once a student is finished. Ø
The
Automatic Speech Recognition, the best feature of the program, is easy to use
and has good recording quality. There is a tutorial for newcomer to the
software. |
|
Pedagogical
considerations: Feedback
|
Ø
The
program gives the user automatic feedback, for both correct or incorrect
answers. Ø
If
the learner gives an incorrect answer, they are given clues to figure out the
right answer. For instance, if the
learner doesn’t know what a “hat” is, then the clue icon can be clicked
on. The learner is then given a
choice of two-six different objects, some of which are hats and some which
are not. When the user clicks on a
hat, “It is a hat” is heard. If
another object is chosen, then the learner hears, “It isn’t a hat”. They then have to go back and try again. Ø
For
pronunciation, the user’s progress is monitored in several different
ways. In the “Sounds Start” option,
the learner is shown a meter which lights up a little or a lot, depending on
how close the user came to matching the program’s pronunciation. During the games and dialogues, learners
can record their own voice saying a word or line from the dialogue and play
it back simultaneously with the programmed voice. Ø
There
is no feedback for listening comprehension, except during the games. After choosing a word the user hears
whether or not the correct answer was chosen. There is no feedback for reading comprehension. However, the user can slow down and/or
separate words and dialogue to help follow along with a conversation, if
necessary. |
|
Pedagogical
Considerations: Content |
x Well organized N/A Well sequenced* x
Enjoyable
language understandably x
Provides meaningful interaction
between computer & learner N/A
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 * While there is no sequence per say, the
levels are broken up appropriately and it is easy to choose an activity from
the menu that matches the learner’s needs. ** While there is no “factual information”
other than vocabulary, the authenticity of the dialogues and cultural
content, while not “facts”, are useful and life-like. ***
There is no negotiation of meaning between students inherent in the
program. However, there are suggestions
in the manual of how to incorporate student cooperation and collaboration for
certain activities. |
|
Pedagogical
considerations: Program
Output |
x Attractive screens xColor N/A
Video
*There
is no authoring option available for personalizing activities, but the ASP
feature allows the student to tailor
the amount of practice and repetition desired. Also, both the speed of
the dialogues and separation of words are controllable and add another
personalization factor. |
This software program is geared towards learners who want to learn and/or practice the sounds, words, and phrases commonly used and heard in conversational English. Learners are able to practice three language areas; speaking, listening, and (some) reading. They can go at their own rate and receive feedback on pronunciation according to their own voice. A teacher using this program would have to be creative in getting students to work together. Athough the reading component is lacking, the other objectives for the program are easily met. There are a variety of ways to enhance both listening and speaking skills, as well as increase vocabulary. All these factors lead to the main goal, which is to improve conversational skills in English.