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Power User

The First R: A look at new reading software. By Russell Smith

I confess to being pretty critical of software in general. And as a former English teacher, I'm downright picky about reading software.

Because I know the importance of traditional reading, I consider it a good thing that reading software is designed to enhance, and not replace, reading books. But I'm seeing too many software reading products that are marginally useful and might even waste valuable instruction time. The old drill-and-kill syndrome is alive and well in the 21st century, and educators must examine software carefully before making purchases.

Fortunately, several new products stand out as innovative. Most are designed for beginning or struggling readers, but a few target kids who are already comfortable with books:


Arthur's Reading Games

Electronic School Power User Best BetThe Learning Co. (800) 852-2255. Ages 5 to 7. This Windows-only program is based on the famous, lovable aardvark Arthur. Marc Brown's best-selling creation makes the transition from books to this delightful software program with top-notch educational content. Arthur's Reading Games screen shot

A word-building module -- Francine's Word-O-Matic Machine -- teaches vowels and consonants by allowing students to pick the correct beginnings and endings of words. A little ladder icon lets the teacher or user select from five levels of difficulty. (The highest level has words first- or second-graders need to know.) In a story-building module, students get to pick pictures or words to insert in a storyline. The result is both hilarious and creative.

In another great updating, the student plays a game similar to Hangman by guessing at letters in a word. Each missed letter adds a book to the arms of Buster the rabbit. When Buster gets too many books, he collapses under the weight.

I give this CD a Best Bet for elementary reading software. It also doesn't hurt that the program sells for just $19.95.


Island Reading Journey

Electronic School Power User Best BetHoughton Mifflin Interactive/Sunburst. (800) 321-7511. Grades 4 and 5. Think of Island Reading Journey as a mini-Accelerated Reader with reading activities designed to complement 100 popular children's titles, including Indian in the Cupboard, Shiloh, Sounder, Freaky Friday, and Charlotte's Web. This program is recommended for fourth- and fifth-graders, but language arts teachers might also find it beneficial for junior high and middle school students.

The teachers' ring-binder alone is worth the price of this program. It has classroom activities, worksheets, and vocabulary words for each of the 100 books. Add essay-writing prompts and test questions for each book (most are strictly recall questions), and you have an extremely useful reading program. Both teachers and students will appreciate the easy-to-use software and the colorful interface. This is so nicely done on so many levels that I've given it a Best Bet as a must-buy for intermediate schools. Order it today.


Dr. Seuss Reading Games

The Learning Co. (800) 852-2255. Ages 3 to 7. This entertaining program is great for preschool and kindergarten students. An easy-to-navigate interfaceDr. Seuss Reading Games screen shot and the lovable Cat in the Hat help the youngest students learn over 600 words. A word-recognition module allows students to click on a word to hear how it sounds. Two complete storybooks based on Dr. Seuss classic stories -- ABC and The Cat in the Hat -- have yellow-highlighted narrated words so even the youngest users can follow along. The alphabet song module helps kids learn and memorize all the letters. Two reading levels allow for differences in age and ability. Another bargain at $19.95.


Reading Blaster Vocabulary

Electronic School Power User Best BetKnowledge Adventure. (800) 545-7677. Ages 9 to 12. I never really cared for most of the Blaster programs, but the success of Spelling Blaster made me decide to take a closer look at some of the updated titles.

Reading Blaster Vocabulary, it turns out, is a great program when used in Explore mode. In the separate Mystery mode, students wander around a haunted house looking for clues to solve a mystery while they work on related language-arts activities. This mode is too complicated, I think, with too much time spent looking for clues that could be better spent on reading activities. But Explore Mode allows students to start all of the educational modules immediately.

A Word List Chooser allows teachers to pick lists of adjectives, adverbs, and nouns from a collection of 2,000 words. Teachers can also use Custom Word Editor to use their own classroom vocabulary words in games that pit students against the computer and a ticking clock.

Reading and vocabulary modules challenge students to find at least 15 words in a target category before time runs out. In an anagram challenge, students construct as many words as possible using the letters from two vocabulary words. In a fun module called What's My Meaning? students must quickly select the correct definitions for eight words. At the highest level, students must think fast to beat the clock.

My two favorite modules involve a crossword puzzle game and a game that reminds me of the train race in the classic Sunburst program How the West Was Negative One (which has been recently updated to a Windows version). Called Horsing Around with Words and based on a horse race, the game rewards players for creating the longest word possible without ending it. I played it a number of times, struggling to beat my computer opponents until I found a guaranteed way to win. (Accept a small penalty for deliberately misspelling the ending of a word, and let the computer finish the word, so you can get more points and move into the winners' circle.) This is a great software program for late elementary school. Definitely a Best Bet.


JumpStart Phonics

Knowledge Adventure. (800) 545-7677. Ages 3 to 6. This is a wonderful CD for preschoolers, kindergartners, and beginning first-graders. As the title implies, the emphasis is on phonics activities, but it also includes alphabet and word-recognition activities. JumpStart Phonics screen shot

Buy the teachers' edition, and you get two identical CDs for use on two computers, plus a bundle of printed instructions, worksheets, and activities. Install the IBM ViaVoice, and students can interact with Jumpstart's Read 'n' Respond technology. I doubt most teachers will have the equipment or patience to make this work properly, but the other activities on the CD are worthwhile.


My Reading Coach

Mindplay. (877) 880-1800 All ages. This program, which begins at the primary level, has been designed for students of all ages who are nonreaders or who need help in improving reading skills. It has been used in Arizona prisons and Los Angeles alternative high schools to help older students learn to read. With a heavy emphasis on phonics and spelling, the program leads beginning or struggling readers on a regimented path to reading success.

Veteran speech pathologist and reading teacher Jim Larrabee developed the program and leads instruction as the virtual teacher on the CD.

My only real concerns with this excellent software are the price and licensing agreements. The $89 home or single-student version of My Reading Coach times out after 100 hours of use or one year, whichever comes first, and the school editions are pricey, with unlimited student usage for 20 computers running about $30,000. One day of staff development by Mindplay costs $1,000 at its Arizona facility or $2,000 at the school site.

Any district or facility considering My Reading Coach should get a single copy and test it thoroughly to see whether a larger investment is justified.


Reader Rabbit: I Can Read! with Phonics
Reader Rabbit's Learn to Read with Phonics

The Learning Co. Ages 5 to 8. For nearly 20 years, Reader Rabbit has taught millions of children how to read. Reader Rabbit is easy for younger students to navigate and contains solid educational reading skills for elementary students.

Reader Rabbit: I Can Read! with Phonics includes a plethora of enjoyable reading activities. Beginning readers will enjoy reviewing the alphabet in a neat module called Alphabet Dance. Phonics instruction in the Vowel Pond teaches not only correct vowel sounds, but also word recognition. Older students will like the 30 interactive storybooks that highlight and narrate each word. Students can use their own unidirectional microphone to practice and record their own reading skills for playback. In Match Patch, students match opposite words by picking pop-up carrots with the correct answers. Word Mine presents compound words in an entertaining fashion.

Similar activities appear in Reader Rabbit's Learn to Read with Phonics, which features four modules based on a Word Factory theme. In Word Train, students select words to pick up and place on a train, and in Word Sorter, students pick out words with similar sounds. A labeling game and a sorting game provide lots of letter and word practice for beginning readers. Clicking on Pop the Mouse produces a teacher menu that allows the teacher to set higher levels of difficulty for students to develop advanced word and reading skills.


Read, Write & Type! Learning System

Talking Fingers, Inc. Ages 6 to 9. This excellent new reading program resulted from a collaboration between neuropyschologist Jeanine Herron and Leslie Grimm, the originator of Reader Rabbit and creator of old-time software favorites Playroom, Treehouse, and Backyard. The program takes a revolutionary approach to computer reading instruction by using a typing and word processing interface. Talking finger guides -- Lefty and Rightway -- lead students on an amusing journey of the alphabet and keyboard that teaches phonics, writing, punctuation, spelling, and reading. The 40-lesson adventure is great for ESL students, beginning readers, and older students struggling to become successful readers and writers.

The program takes place in an imaginary world filled with funny characters. In addition to Lefty and Rightway, each letter on the QWERTY keyboard is represented by a story character. A slimy little green villain named Vexor is the focus of a reading journey that helps kids build animated sentences and stories.

The $99 deluxe version includes the basic Read, Write, and Type CD; Spaceship Challenge CD; 18 printed booklets; a plastic keyboard cover and keyboard stickers for correct finger placement; and a laminated keyboard for practice away from the computer. About the only thing wrong with the program, in my opinion, is that it insists on 256-color mode for Windows and a relatively low (640 by 480) resolution.


Stories and More: Animal Friends
Stories and More: Time and Place

Edmark. Ages 5 to 8. Because these two programs are packaged like Edmark's muddled Let's Go Read series, I half-expected them to rely too heavily, as Let's Go Read does, on faulty voice-recognition software. These programs do use less-than-perfect voice-recognition technology, but the success of the programs does not depend on it. The pleasant surprise is that Stories and More programs show the old innovative spark of the classic Edmark programs.

Stories and More: Animal Friends version, designed for prekindergartners and kindergartners, has three colorful stories that help students predict events, sequence story lines, write original documents, and produce color sketches and scenes. Stories and More: Time and Place, for second- and third-graders, follows essentially the same format with age-appropriate stories.

A teachers' edition comes with two CDs and a comprehensive teachers' manual. The programs can be fully installed to the hard drive (about 90 megabytes each) and can be run without the CD. Another option is a 5-megabyte installation that requires a CD to be inserted during use.

The quality of this program makes me wonder all the more about Edmark's decision to rely so much on voice-recognition technology (IBM ViaVoice 4.3) in Let's Go Read! 1 and Let's Go Read! 2. Even the manuals with those programs warn that voice-recognition software is "an evolving technology and it does have some limitations." I know from personal experience that even the very best voice-recognition program (DragonDictate) is still not perfect on the fastest machines available. On a standard school machine, IBM's Via-Voice falters badly, and on my fast-test machine it fails to recognize commands most of the time.


That's a Fact, Jack! Read

Electronic School Power User Best BetTom Snyder Productions. Grades 3 to 10. Middle school and secondary school teachers know all about Accelerated Reader, the 800-pound gorilla of reading software with its huge database of books and thousands of test questions. That's a Fact, Jack! is less comprehensive, but the program's creativity earns it a Best Bet.

That's a Fact, Jack! consists of 45 CDs that correlate with 450 popular books. Jack Armstrong, a virtually handsome and funny game show host, leads students in lively interactive quizzes on the books. While many of the program's questions are strictly recall, others are carefully constructed to promote critical-thinking skills.

Inferential questions promote and assess understanding, while hypothetical questions prod the students into going beyond the easy literal questions. A teachers' ring-binder suggests additional writing and discussion activities. A writing prompt for William Armstrong's Sounder, for instance, says: "The boy's teacher once told him, 'If a flower blooms once, it goes on blooming somewhere forever. It blooms on for whoever has seen it blooming.' What do you think this means? Do you agree with this statement? Why or why not?"

Each disk is theme-based and provides material for different reading and sophistication levels. The reading levels are set by the publisher or a computerized test, and the sophistication level is a best-guess estimate by Tom Snyder educators. Sounder, for instance, is covered in a disk called Discrimination and Prejudice in America, and it is rated with a reading level of grade 5.2 and a sophistication level of 6.

Books with mature subject matter are marked with asterisks, so districts and teachers can quickly spot books with extensive or explicit coverage of sexuality, violence, drug abuse, or suicide. An administrative mode makes it possible for districts to exclude a book from the software titles available to students. The program also has network-management capabilities for the student database and the ability to track individual student progress.

The games can be played by a single student, small groups, or even an entire class. I'd love to see a class play this program on a large screen with an overhead LCD projector. Such a class could set a shining example of how a 21st century classroom can use sophisticated instructional technology.


Whither reading software?

Most of today's reading software is geared for beginning readers. But there is a willing market for exceptional secondary reading software. Such software will have bigger development costs and will probably sell for much higher prices than most educational software. But when you consider the value of reading, it's hard to say that the prices are too high.

I predict even greater innovations in the future. Electronic books (e-books) will hit the classroom in the next few years. These lightweight, durable, and highly illuminated devices will contain huge databases of works of literature and textbooks. Kids will carry all their virtual books in one device (probably with a titanium case for strength). The technology is evolving rapidly and is on the cusp of being deployed.

Some people worry about the price or the technological glitches that will accompany e-books. But I think the real problem will be in figuring out the copyright and royalty payments for authors and publishers. These issues will be resolved, but it will take a great deal of time, money, and cooperation on the part of all parties concerned.

Russell Smith is an educator and technology consultant for Region 14 Education Service Center in Abilene, Texas. He welcomes comments and e-mail.

Copyright © 2001, National School Boards Association. Electronic School is an editorially independent publication of the National School Boards Association. Opinions expressed by this magazine or any of its authors do not necessarily reflect positions of the National School Boards Association. Within the parameters of fair use, this article may be printed out and photocopied for individual or educational use, provided this copyright notice appears on each copy. This article may not be otherwise linked, transmitted, or reproduced in print or electronic form without the consent of the Publisher. For more information, call (703) 838-6739.

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