Professional Documents
Culture Documents
AIL 605
Spring 2014
Dr. Rice
Interactive Multimedia Program Evaluation
For more than 10 years, I have witnessed many students, as well as my
own children, enjoy the interactive multimedia website Starfall. Found at
www.starfall.com, children as young as age 2 are mesmerized with the
songs, sounds, and interactive elements that are fun and appealing as
students learn early phonics skills. While some of the activities remain the
same, new learning games correspond with the Common Core curriculum
standards. As it is based on learning objectives, Kindergarten teachers from
different schools and districts often find time for students to use Starfall as
an interactive tool on classroom computers.
Based on my knowledge of Starfall, this program follows the cognitive
learning theory that was established, or refined, by Robert Gagn in 1965.
As students navigate independently, they are increasingly motivated to
continue their learning with the positive feedback and recognition. Not
intended to take the place of the teacher, this program provides interactive
ways for students to learn the Big Five focus areas recommended by the
National Institute of Child Health and Human Development: phonemic
awareness, systematic phonics, vocabulary, fluency, and comprehension. In
his 9 Events of Instruction, Gagn details the process that correlates to and
details the conditions for learning to take place:
1. Gain attention The bright colors and pictures have universal appeal
to young learners. As they choose a snowman or a pumpkin, or
even a teddy bear, they enter a new and exciting portal that allows
them to make choices as they learn new (or practice) age-appropriate
concepts.
2. Inform learners of objectives As students choose a topic, the teacher
or parent can easily recognize the learner objective, which might
include initial sound, recognition of a letter, or identification of a word
that begins with a particular letter.
3. Stimulate recall of prior learning Activities might begin with basic
letter recognition, including sight and sound. Then, the student hears
the pronunciation of the initial sound, as well as pictures that begin
with that letter. Video elements are often incorporated. For instance,
the letter L has a storm video with lightning.
4. Present the content The pictures, videos, and graphic design
elements are appealing and simple. Each element reinforces the
content in the brief lesson.
5. Provide learning guidance As learners choose forward or back
buttons, an animated finger guides the student through the lesson.
The student may repeatedly listen to a sound or choose progress in the
direction of his or her choosing. In more advanced lessons, the student
can choose a word, and it is automatically highlighted and pronounced.
The Starfall team continually seeks to engage and enhance all types of
learners with its interactive learning games. According to the site, this
interactive visual, auditory, and kinesthetic technology enables children to
preview and explore new information, or practice and review known skills.
The activities are designed to parallel and complement the activities that
take place in the classroom. In my opinion, Starfalls interactive website
demonstrates how child-directed activities can be an integral part of the
curriculum, and it deserves praises for its long-lasting appeal and multimedia
advancements since its launch in 2002.
References
Bitter, G., & Pierson, M. (2001). Using technology in the classroom (5th ed.).
Boston, MA: Allyn &
Bacon, p. 141.
University of Florida Center for Instructional Technology and Training.
Gagns 9 events of
instruction. Retrieved from http://citt.ufl.edu/tools/gagnes-9-events-ofinstruction/
www.starfall.com