Again, students were readily able to
point and click and choose the next direction.
On the first run through, students were
not unduly upset or did not want to stop
after clicking on an incorrect button.
Because each button was associated with
a text and picture, students were able
to determine what the button meant and
to click on the button. Dialogue with
students showed that answers were incorrect
as students did not know which came first,
mixing or buying, rather than not knowing
which button represented mixing and which
represented buying.
Reader responses
Students were enthusiastic about reading
on the computer. Five out of seven in
the first group chose the computer when
asked whether they liked reading on
the computer or in a book better. One
boy who chose books said that there were
not enough different exercises on the
computer - indicating that if there were
a sufficient range of choices, he too
might prefer the computer.
Could the almost overwhelming preference
for the computer be ascribed to the customised
pictures and drawings? "Pictures
make it a personal account, enabling the
reader to remember more and be more engaged,"
notes Carl Parsons. This is a great advantage
in the computer setting, as it is easy
to add pictures of the students or student
drawings to a professional looking layout.
However, this group also had several custom
made books with pictures of themselves
or their drawings and a written sentence.
Thus, I do not think that adding pictures
is the entire story.
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Asked why the students liked the computer
(looking at pictures or choosing where
to go next), none chose looking at pictures,
all of the students chose where to go
next. This sense of controlling the story
was evident in all of the exercises -
most students chose to re-read the story
and on the second run through, controlled
the reading by choosing where to go.
Three out of six in the second group
chose the computer when asked. When asked
why they liked computers better, two said
they liked computer games, and one said
she liked choosing where to go. Computer
games have greatly facilitated these children's
computer skills and learning expectations.
Observational evidence suggests that students
prefer interactive sessions - games may
be raising these expectations in younger
readers.
Three out of four in the third group
chose the computer, citing reasons such
as surfing the internet, choosing where
to go, and adding their own pictures.
For this group, being able to produce
quality work quickly was a high motivator.
The work produced looked exactly like
the work that they had already seen on
the computer, placing their efforts on
a par with the professional efforts of
web developers.
These exercises were merely to see if
new media techniques could be applied
to reading exercises for students with
developmental disabilities. The experiment
was enthusiastically received by both
students and teachers, and I believe there
is a great deal of potential in applying
these techniques for reading at this level.
Future inquiries are needed to provide
an underlying pedagogical theory base
for effective application.
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