In one of my classes at the University of Florida, “Integrating Technology in the Elementary Curriculum”, we are currently studying the concept of using design software in the classroom. Our text mentions four different categories of design software. All of the types of software covered in the text can work to facilitate meaningful learning.
Computer-Aided Design Software
CAD programs involve users using a type of electronic light “pen” to convert their designs from paper and pencil sketches to computer graphics. In current years many CAD programs have come out with educational versions of the software that are meant for use in schools. These programs allow students to design all sorts of products, from iPod docks to makeup holders.
CAD programs can definitely be used in the classroom to promote meaningful learning. Using these programs would allow students to construct their own knowledge by coming up with their own ideas, testing them, and them revising them. When students are using CAD they are participating in an authentic activity. They are designing something that can be tested and created. CAD programs also engage students in the task at hand, which is a key feature to meaningful learning.
Personally, I would use CAD programs in a classroom. Although, I do not believe that this type of design software would be appropriate for use in an elementary school class, it is just to complex for young students. CAD software would be best incorporated into a high school curriculum. Also, before using CAD I would have to do a lot of work to familiarize myself with the program, so that I would feel comfortable teaching my students how to use it.
Simulation Software
Simulation software can be used to test student designs, and to build mental models. There are multiple simulation programs out there that can be used in the classroom. They can allow students to plan and test their models, before actually building them in real-life. Simulation software has been used n classrooms to test the designs of trebuchets, rockets, and model cars.
Simulation software can also be used to facilitate meaningful learning. Through using this type of computer software students are creating and testing authentic items. This type of software also engages students in their learning, and allows them to be active participants in it. Students work to create the correct measurements, test them, and if they are not correct revise them and test them again.
I think that simulation software is much more appropriate for younger students that CAD software. This said, I still feel that most types of simulation software used for testing designs are only appropriate for students in fifth grade and up. Simulation software can be a great asset to a classroom, if the teacher is knowledgeable enough about it. Before ever using this type of technology in my future classroom I will have to work to thoroughly understand this type of software.
Designing in the Media Arts
There are many software programs out there that allow users to develop their own programs or animations. One of the most popular programs of this type is Scratch. Scratch allows user to create their own character, game or animation. Students are also developing their programming skills through using this type of software. Instead of using programming code though, Scratch uses visual, connecting blocks.
Programs such as Scratch promote meaningful learning in multiple ways. They support authentic learning, by allowing students to create something real. They also interest and engage students. These types of programs can also support collaborative learning, if teachers allow students to work in pairs or groups to create an animation of game.
I would definitely use Scratch and other programs like it in my classroom. I think that these programs could be used starting in fourth grade classrooms. After exploring Scratch myself, I find it to be a fairly simple program to use. I am very interested in hearing about ways that teachers have actually used Scratch in elementary school classrooms.
Has anyone had any positive or negative experiences using any of these types of technology in the classroom?