Educational software

EDUCATIONAL SOFTWARE

Educational software can be formally states as computer software, the primary purpose of which is teaching or self-learning. To fulfil the needed of the univesal the educational software have been produces in many type level and varies to suite task of subject , topics and users interest. Here is some of major type of educational software in the market.


MAJOR TYPES OF EDUCATIONAL SOFTWARE


1. CHILDREN LEARNING AND HOME LEARNING
An immense number of titles, probably running into the thousands, were developed and released from the mid year of 1990’s onwards, aimed primarily at the home education of younger children. Later iterations of these titles often began to link educational content to school curricula (such as England’s National Curriculum). The design of educational software programmes for home use has been influenced strongly by computer gaming concepts – in other words, they are designed to be fun as well as educational. However as far as possible a distinction should be drawn between proper learning titles and software where the gaming outweighs the educational value.


2. COURSWARE
Courseware is a term that combines the words 'course' with 'software'. Its meaning originally was used to describe additional educational material intended as kits for teachers or trainers or as tutorials for students, usually packaged for use with a computer. The term's meaning and usage has expanded and can refer to the entire course and any additional material when used in reference an online or 'computer formatted' classroom. Many companies are using the term to describe the entire "package" consisting of one 'class' or 'course' bundled together with the various lessons, tests, and other material needed. The courseware itself can be in different formats, some are only available online such as html pages, while others can be downloaded in pdf files or other types of document files. Many forms of e-learning are now being blended with term courseware. Most leading educational companies solicit or include courseware with their training packages. In year 1992 a company called SCORE! Educational Centres formed to deliver to individual consumers courseware based on personalization technology that was previously only available to select schools and the Education Program for Gifted Youth.





3. CLASSROOM AIDS
A further category of educational software is software designed for use in school classrooms. Typically such software may be projected onto a large whiteboard at the front of the class and/or run simultaneously on a network of desktop computers in a classroom. This type of software is often called classroom management software. While teachers often choose to use educational software from other categories in their IT suites and for example reference works, children’s software, a whole category of educational software has grown up specifically intended to assist classroom teaching. Branding has been less strong in this category than in those categories orientated towards home users. Software titles are often very specialised and produced by a wide variety of manufacturers, including many established educational book publishers.


4. EDUTAIMENT
In a broader sense, the term edutainment describes an intentional merger of computer games and educational software into a single product and could therefore also comprise more serious titles described above under children’s learning software. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Software of this kind is not structured towards school curricula, does not normally involve educational advisors, and does not focus on core skills such as literacy and numeracy.


5. REFERENCE SOFTWARE
Many publishers of print dictionaries and encyclopaedias have been involved in the production of educational reference software since the mid year of 1990s. They were joined in the reference software market by both start up companies and established software publishers, most notably Microsoft.
The first commercial reference software products were reformulations of existing content into CD-ROM editions, often supplemented with new multimedia content, including compressed video and sound. More recent products made use of internet technologies, to supplement CD-ROM products then, more recently to replace them entirely.
Wikipedia and its off spins such as Wiktionary marked a new departure in educational reference software. Previously, encyclopaedias and dictionaries had compiled their contents on the basis of invited and closed teams of specialists. The Wiki concept has allowed for the development of collaborative reference works through open cooperation incorporating experts and non-experts.


6. EDUCATIONAL SOFTWARE ON COSTUM PLATFORM
Some manufacturers regarded normal desktop computers as an inappropriate platform for learning software for younger children and produced custom child-friendly pieces of hardware instead. The hardware and software is generally combined into a single product, such as a child-sized laptop-look alike. The most well-known example is Leapfrog products. These include imaginatively designed hand-held consoles with a variety of pluggable educational game cartridges and book-like electronic devices into which a variety of electronic books can be loaded. These products are more portable than laptop computers, but have a much more limited range of purposes, concentrating on literacy and numeracy.

7. COMPUTER GAMES WITH LEARNING VALUE
These are games which were originally developed for adults or older children and which have potential learning implications. For the most part, these games provide simulations of different kinds of human activities, allowing players to explore a variety of social, historical and economic processes.

For example:
• City-building games such as the SimCity series (1989-2003) and Caesar (video game) (1993-2006) invite players to explore the social, practical and economic processes involved in city management;
• Empire-building games such as the Civilization (video game) series (1991-2005) and the Europa Universalis series (2000-2007) help players to learn about history and its political, economic and military aspects;
• Railroad management games such as Railroad Tycoon (1990-2003) and Rails Across America (2001) illuminate the history, engineering and economics of railroad management.
• Geography games such as Place Spotting (2008-2009) help players to find locations on earth according to some hints.

 Do games such as these qualify as edutainment?
To do so, they would need to have been created with a clear educational intent. In their publicity material, the developers of these games such as these generally focus more on the fun aspects of the games rather than their educational potential. This might be taken as evidence of an absence of educational intent. On the other hand, large amounts of information of an overtly educational nature may be found within the manuals of many of these games for example are Europa Universalis, Railroad Tycoon and Rails Across America, suggesting that education was indeed very much in the minds of the developers. Accordingly, these games may be classified as edutainment.
In any event, the games have been enthusiastically received in some educational circles and even passed into academic literature.




8. SOFTWARE IN CORPORATE TRAINING AND TERTIARY EDUCATION
Earlier educational software for the important corporate and tertiary education markets was designed to run on a single desktop computer or an equivalent user device. The history of such software is usefully summarized in the SCORM 2004 2nd edition Overview (section 1.3), unfortunately however, without precise dates. In the years immediately following 2000, planners decided to switch to server-based applications with a high degree of standardization. This means that educational software runs primarily on servers which may be hundreds or thousands of miles from the actual user. The user only receives tiny pieces of a learning module or test, fed over the internet one by one. The server software decides on what learning material to distribute collects results and displays progress to teaching staff. Another way of expressing this change is to say that educational software morphed into an online educational service. United State Governmental endorsements and approval systems ensured the rapid switch to the new way of managing and distributing learning material. Otherwise:



SCORM
Sharable Content Object Reference Model (SCORM) is a collection of standards and specifications for web-based e-learning. It defines communications between client side content and a host system called the run-time environment (commonly a function of a learning management system). SCORM also defines how content may be packaged into a transferable ZIP file.
SCORM is a specification of the Advanced Distributed Learning (ADL) Initiative, which comes out of the Office of the United States Secretary of Defences.
SCORM 2004 introduces a complex idea called sequencing, which is a set of rules that specifies the order in which a learner may experience content objects. In simple terms, they constrain a learner to a fixed set of paths through the training material, permit the learner to "bookmark" their progress when taking breaks, and assure the acceptability of test scores achieved by the learner. The standard uses XML, and it is based on the results of work done by AICC, IMS Global, IEEE, and Ariadne.

VLE
A virtual learning environment (VLE) is a software system designed to support teaching and learning in an educational setting, as distinct from a Managed Learning Environment, (MLE) where the focus is on management. A VLE will normally work over the Internet and provide a collection of tools such as those for assessment (particularly of types that can be marked automatically, such as multiple choice), communication, uploading of content, return of students' work, peer assessment, administration of student groups, collecting and organizing student grades, questionnaires, tracking tools, etc. New features in these systems include wikis, blogs, RSS and 3D virtual learning spaces.
While originally created for distance education, VLEs are now most often used to supplement traditional face to face classroom activities, commonly known as Blended Learning. These systems usually run on servers, to serve the course to students Multimedia and/or web pages.


 LMS
A learning management system (LMS) is a software application for the administration, documentation, tracking, and reporting of training programs, classroom and online events, e-learning programs, and training content.
LMSs range from systems for managing training and educational records, to software for distributing courses over the Internet with features for online collaboration. Corporate training use LMSs to automate record keeping and employee registration. Student self-service for example self-registration on instructor-led training, training workflow, for example user notification, manager approval and wait-list management, the provision of on-line learning and for example like Computer-Based Training, read & understand), on-line assessment, management of continuous professional education (CPE), collaborative learning. For example like application sharing, discussion threads, and training resource management, and for example are instructors, facilities, equipment, are dimensions to Learning Management Systems.
Some LMSs are Web-based to facilitate access to learning content and administration. LMSs are used by regulated industries for example is financial services and biopharma for compliance training. It is also used by educational institutions to enhance and support classroom teaching and offering courses to a larger population of learners across the globe.