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Evaluating Software From a Learning-Theory Perspective

The field of educational technology is growing by leaps and bounds. As new technologies emerge, avenues to progressive educational strategies emerge as well. This technology trend lends the education community an innovative, engaging, and instructional vehicle with which to teach. We want our classrooms to be interesting and our students to be involved. We know that in order to reach our entire audience we must utilize multiple learning theories and strategies, not simply use a cookie cutter approach. For many, the question isn't what to teach, but rather how to teach it. I believe that the answer lays in computer gaming and simulation software.

With the majority of students entering the classroom having played games on CD-ROM, Sony PlayStation, or Microsoft X-Box, integration of this type of teaching tool into the classroom would be seamless. Gaming software has come a long way since the days of Pac-Man and Space Invaders. There is a plethora of educational gaming/simulation software out there that instructs on basic principles such as math, science, history, grammar, and foreign language. They also have much to offer in the way of problem-solving, communications building, and cooperation skills. This type of software is extremely adaptable to almost any teaching environment—from elementary school to college, novice to expert, cognitive to behavioral, and from the physical classroom to the virtual classroom. The following is a review of just one of these gaming software products: RollerCoaster Tycoon.

The Software
RollerCoaster Tycoon is a piece of computer gaming software recommended for ages eight years and above. I enjoy this game because I am a huge fan of amusement parks, and I love to put together puzzles. I purchased it for my son, but have found myself using it more than he does!

The premise of the game is to successfully build an amusement park that functions properly and gains profits at year's end. You act as the park designer, which entails not only the designs, but also the construction and operation of the park. You must fill the shoes of landscape artist, real-estate developer, engineer, accountant, and human resources manager. It is quite challenging.

There are many things that you must take into consideration when designing the park. You are attempting to create a fun and affordable day for your patrons, so they must be kept comfortable, well fed, and amused. You must also make provisions for your needs while providing for all your patrons' needs. You have bills to pay, advertising costs, and wages to consider.

In the process of designing the park, there is one key factor that drives every decision you make: your target audience. Who are you looking to entertain? Do you want to attract children, families, adults, teenagers, or everyone…including grandmothers? You will need to keep your audience in mind when asking yourself the following questions: Do you want them to laugh or cry; do you want to amaze and mystify, or scare and amuse them? Rides need to be impressive, yet fun to watch. Rides should fit into the landscape and be visible from walkways. However, you also want to create some surprises around the park. There is nothing more invigorating than turning a bend of a wooded area in an amusement park and discovering a massive, intimidating ride staring right at you. These are all issues that you must consider when embarking on this complex voyage. You will find some of the designing aspects interesting and enjoyable, while others will be frustrating and tricky. Have fun and let your imagination get the better of you.

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