For every grade level, across the curriculum software that sparks learning excitement - Evaluation
Instructor, March, 2000 by Brad Kloza
In language arts, math, social studies, and science--here are our choices of some of the most exciting new or recently upgraded software to support your curriculum, along with a couple that will just plain support you as you teach. Most of these CD-ROMs come in a hybrid Win/ Mac format. Exceptions are indicated, along with price and purchase information, on page 93.
WAYS WITH WORDS
READER RABBIT'S LEARN TO READ Signs without words cause big traffic problems! And in this program, all the words have disappeared from Wordville, putting the whole town in shambles. To restore order, Mat the Mouse sets out on the Road to Reading, and students, along with Reader Rabbit and some friendly hamsters, help her save the day in this excellent new early-reading skills program for grades pre-K-2. Extended cartoon sequences draw youngsters in to learning activities that incorporate phonics-based and whole-word approaches at five skill levels. Phonemic awareness is strengthened through such games as Bubble Blend, in which characters blow colorful bubbles containing word parts. The child first hears the sound of each word part, then the bubbles smash together and the word is formed and heard. Very easy for kids to use, this software comes with a comprehensive "Curriculum Integration Guide" for teachers and a reproducible workbook for students (The Learning Company, 1999).
SPELLING POWER Spelling Power is a comprehensive line of spelling instruction for grades 1-8, or book levels A-H. The basis of the program is in fact not the software but a traditional workbook in which each unit focuses on the "spelling, meaning, and writing" of its words. Books C-H (grades 3-8) keep stronger spellers motivated with "challenge" and "super challenge" lists. The accompanying CD-ROM is a new, key supplement to the book. The teacher sets up an "account" for each child, and he or she logs on to complete activities and assessment exercises that extend the workbook lessons. The colorful graphics are not flashy but engaging enough (a cute cricket guides kids through the exercises), and scoring systems reminiscent of video games rather than tests are a motivational plus. Every time a lesson is completed, scores are automatically tabulated and saved to a teacher's private file, making it easy to track each student's progress over time (Curriculum Associates, 1999).
GET A CLUE JR. BASICS EDITION
This new software targeted at grades 6-8 reflects the manufacturer's patent-pending "Words and Their Stories" system of vocabulary development. In this
WATS approach, which uses inductive reasoning, a word's formal definition is the last thing students learn. They begin by selecting one of five categories: roots and prefixes, mythical and historical allusions, words commonly confused, strange and unusual words, or foreign words. After being presented with a word's pronunciation, part(s) of speech, and derivation, youngsters are led to a word's meaning by "clues" that draw on inference and analogy. The premise behind this method is that it ultimately develops in a child a more thorough mastery of vocabulary than traditional, memory-based approaches. Certainly the program is impressive in its fostering of critical-thinking skills. The manufacturer offers software packages customized especially for your school (Lyceum Communications, 1999).
MATH MAGIC
MIND TWISTER MATH Fast-paced and loads of fun, this new program for third and fourth graders is a winner. Virtual hosts Max and Nina run a mathbased game show from their basement, where up to three students can compete against one another in a variety of contests. Correlation to NCTM standards is a plus for teachers, while children will love the colorful cartoon graphics. There are lots of cute characters to choose from to represent the players (though characters' names do not always promote good spelling-- "Cheez" and "Trax," for instance). And since competition among players is sure to be fierce (something to note), quick thinking is encouraged as a wide range of mathematics skills--from addition, subtraction, multiplication, and fractions to story problems, estimation, and geometry--are built (Edmark, 1999).
MATH MYSTERIES: WHOLE NUMBERS
Aboard an ocean liner in the Pacific, someone has stolen the Gruber chip--an integral part of the ship's navigation system. Without it, the vessel may never reach its destination. Can the thief be discovered and the ship saved? This is the mystery youngsters must solve in this new, easy-to-use program for grades 4-6. A student visitor takes a virtual walk around the ship, interacting with colorful, animated characters and gathering information through single-and multistep word problems. With each encounter, the visitor goes to the "MathPad" to break down the data, do calculations, and get hints if necessary. The program comprises two CDs. The "whole class" disk is for group activity led by the teacher. It serves as a model for the second, "mystery" CD, designed for individuals or student pairs (Tom Snyder Productions, 1999).
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