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"У време радикалних промена спремни да уче ће наследити Земљу, док учени налазе да су саврешено спремни за свет који више не постоји" Ерик Хофер

EDUCATIONAL SOFTWARE - RECOGNITION IN THE LEARNING PROCESS

With the introduction of modern technology into all sectors of social development, the need for continuous adult education has become necessary, because it directly reflects on the quality of life and work of an individual. This continuity in the process of learning and improvement of personal abilities and skills is conditioned by constant and rapid changes and innovations of computer systems, that is, the constant development of computer software that is applied in all branches of economy and industry, as well as education, health, politics, media, communication and the like.

In order to make this process of learning easier and more relevant to the needs and demands of a modern man, many educational software is being developed, which in didactic, methodological and technological sense correspond to the standards of quality of modern educational technology. In their bases, they start from the visualization of concepts, or the processes that are the subject of learning, and often go to the creation of realistic performances and effects, whereby the cognitive process takes place with greater engagement of sensory and perceptual abilities, which leads to a significant abstraction and a wider generalization of the concepts that are being processed. By simulating many authentic phenomena and displays, it creates the conditions of direct learning which provide individuals in the learning process the opportunity to learn through personal experiences, without regard to spatial and time constraints, that is, learning objects with the use of educational software can be moved so that they are closer to the learner in time and space.

In addition, modern educational software provides the ability to activate and directly involve the adult into the learning process. Even when applied in an online environment, it is possible to involve a larger number of participants, while encouraging ongoing interaction, in terms of organizing cooperative or project learning.

Modern educational software is designed to be supported on a variety of devices (tablets, desktops or portable computers, smartphones).

The development of educational software involves a team of highly skilled people, determined by specific phases: an analyst, a designer, a programmer, a test engineer, and an engineer for delivery and maintenance. Equally important are the buyer which plays a major role in defining the basic functions of the software and users of a particular software, who perform a realistic assessment of the quality and functionality of the software in application. Although the buyer and user of the software are most often an organization (institution), when it comes to the development of educational software, the most common software buyers are those institutions that deal with education at the global level, and the created software is provided to users for free or with a view to donating created materials that are stored in the system for the needs of other users or distribution of propaganda material. In addition to these, there are also companies that produce educational software exclusively for commercial purposes, but they also freely release free trial versions or software versions with limited access to tools.

Educational software developers always include experts in the field of educational technology (didactics, pedagogues / andragogy ...) who through their knowledge contribute to the functionality of the software in the learning process.

Today there are a large number of educational software producers in the world. The production of educational software is more and more comprehensive, more quality and more concrete.

At the 13th International Conference on Technology, Education and Development INTED 2019, held from March 11 to March 13 in Valencia, some of the educational software was presented, through their presentation in the application and the achieved effects of that application in the process of learning.


Prospero, the educational software, introduced by Paul Sutton and Max Dean with C & T (National Portfolio Organization of Arts Council England), offers in its application a web-based learning experience, combining real and virtual collaborative real-time kinesthetic learning. Observed in its basic purpose, Prospero combines the principles of online distance learning, drama methodology, the process of drama and Forum Theater. It enables the creation of online interactive dramas, which can contain user materials such as personally created video and audio content, text, images and others, which are shaped into dramatic narratives filled with characters, ethical dilemmas or creative challenges. They can be designed with branches of narratives or alternative stories that give them the choice and independent decision-making. Also, Prospero can coordinate cooperation among participants at distant locations using the Internet to build global cooperation between children, adults and often marginalized communities.

Prospero intercede an activity which occurs primarily in the space between individuals or groups. Whether it's physical or virtual space, Prospero aims to make participants move, react and think together, which is achieved by linking content from different devices (portable or desktop computers, tablets, smartphones).

Prospero is an open web resource in which various theaters, cultural and other organizations can be involved. Although created, in terms of the needs of the theater, its educational significance is reflected in the development of media literacy, which is in the conditions of the development of digital media and the growth of uncontrolled media messages, of importance in the education of every human being.

Prospero was created by the UK theater and C & T, which is considered to be the leader in the arts and education sector in terms of using technologies in cultural and creative education.

See more at http://www.candt.org .


3D open source Blender software was presented by professors Tiago Assis and Thiago Pinho, Faculty of Fine Arts, University of Porto (Portugal), which they applied in the realization of the project "Model your ideas in 3D". By means of the above software, it is possible to model different three-dimensional objects, or create digital images, which, with the application of 3D printing technology, provide the possibility of realistic representations of the subject of learning. As the modeling process is preceded by research work (which may include different laboratory exercises, field research, study trip and visits, group work and discussions), the effectiveness of the application in the cognitive process is far more significant.

In the above project, the main task was to explore the contemporary problems of ocean pollution by plastics due to human activity. From the created 3D model of plastic bottles, marine inhabitants and other typical objects, the scene is made as a direct indication of human irresponsibility, which at the same time affects the awareness of the observers to be more involved in the protection of the environment, as well as in the process of renewal of nature.

Using 3D images, it is possible to better understand the accountability and power of the picture, which in the conditions of modern technology can have a greater impact on the consciousness and the wishes of the consumer, or the consumer of media messages which are sent through the picture. Basically, through learning about how to create images and their structures, we can develop more control over its influence on personal awareness and responsibility in accessing to its content.

More about Univercity Porto, which conducted research on the effects of 3D image applications, or in the application of Blender software: https://universidadejunior.up.pt/faqs.php


Professor Stella Hrehova with the Technical Technologies University of Kosice (Slovakia) presented the animation software Tecnomatix Plant Simulation.

Plant Simulation is a software (within Siemens PLM) for integrated, graphic and object-oriented modeling, simulation and animation. With it, it is possible to model and faithfully display many phenomena and processes, which provides a better understanding of the subject of learning, especially when the subject of learning is abstract concepts. Аlso, the content becomes more attractive, attracts attention, engages students and maintains aspects of motivation.

The main advantage of this software is the ability to create simulations in 3D. If we decide on simulation for this option, it is best to define the creation of the model in 3D at the very beginning, which in the next steps will provide us with the possibility of free passage between 2D and 3D space. With the application of animation software they are created in a very simple way, and the ultimate result is impressive 3D virtual models that can be synchronized with 2D views at any time.

More about software at:


Educational software for creation of virtual reality was presented by Professor Rodrigo Saragura, Escuela Superior Politécnica del Litoral - ESPOL (Ecuador). At the core of the work, there is methodology which used to develop awareness of the need to protect and preserve the forest of Prosperin. Through the virtualization of the location, it is possible to inform better about the location (flora and fauna) before physical visit and detailed study, or more precisely defining goals and specific tasks of work duties before going to the field, as well as acquiring knowledge about possible dangers in the field and procedures in case of danger.

In order to achieve, the creation of virtual forests, they guided by a software development methodology based on a cycle model that includes progression in the same sequence of steps. The creation of the platform began with audio streaming (specific sounds of the forest including the flora and fauna), after which they switched to 3D modeling of different objects.

In order to enable interactivity, that is, engaged learning experience, they also used elements of gamification. Also, in defining the behavior of each species, the possibility of accessing a large number of information according to personal interests is given. Finally, the elements of evaluations are added, through mutual interaction and exchange of experiences, or the knowledge they came through using the platform. The evaluation phase includes quizzes for each station with multi-choice questions directed to the essential characteristics of the species shown in each part of the forest.


Sandra Davis, Flagler College (United States) spoke about virtual space travel. In the organization of virtual field trips, the possibility of a more complete experience of the subject of learning, with a more complete perception of the factors to which the elements presented are conditioned. Sandra Davis's named her lecture "No passport ?!" No problem! Grab your travel journal and hop on board as we experience, explore, and enjoy the digital learning world through virtual field trips. " And just so, through virtual field trips, you can visit many world museums, zoos, parks and nature reserves ...

Virtual field trips can be organized by using software such as Sutori, a digital storytelling platform, WIX, Weebly and Google Sites, and can be supplemented with various online resources as well as quizzes (Kahoot, Quizizz and the like).

Through the presentation of her work, she asked the call of all the world's teachers to join her in creating a world base of virtual field trips which be used in the learning process.

In the context of the previously exposed, the same importance is given to the service for the easy organization of virtual tours Skype in the classroom. https://education.microsoft.com/courses-and-resources/courses/virtual-field-trips-with-skype-in-the-classroom

 
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