Catherine Hernandez 10/10/05
Software Assessment Unit 4, Week 7 

Software Evaluation Instrument
The following definitions and key considerations are used in evaluating software titles by reviewers and testers associated with the Children’s Software Revue. Also included is a section to assist with the comparison of software packaging. Rankings are used to help evaluate titles.  (A = Always, SE = Some Extent, N = Never, NA = Not Applicable)

I.	Packaging Integrity (Does the box accurately represent the software?)
_A _ __ __ Clearly stated educational objectives and age appropriateness
_SE_ __ __ Described specific learning skills addressed by software content 
_A__ __ __ Used true screen shots to illustrate content features

II.	Ease of Use (Can a child use it with minimal help?)
_A __ __ __ Skills needed to operate program are in developmental range of the child
_A __ __ __ Children can use the program independently after the first use
 _NA  __ __ Accessing key menus is straightforward
 _N __ __ __ Reading ability is not prerequisite to using the program 
 _A __ __ __ Graphics make sense to the intended user
 _NA _ _ __ Printing routines are simple
 _SE__ __ __ It is easy to get in or out of any activity at any point 
 _NA_ __ __ Getting to the first menu is quick and easy
 _A __ __ __ Controls are responsive to the touch 
 _A __ __ __ Written materials are helpful
 _NA_ __ __ Program instructions can be reviewed on the screen, if necessary 
 _A__ __ __ Children know if they make a mistake
 _A __ __ __ Icons are large and easy to select with a moving cursor
 _NA_ __ __ Installation procedure is straightforward and easy to do

III.	Childproof (Is it designed with “child-reality” in mind?)
 _NA_ __ __ Survives the "pound on the keyboard" test
 _A__ __ __ Offers quick, clear, obvious response to a child's action
 _A__ __ __ The child has control over the rate of display
 _A__ __ __ The child has control over exiting at any time
 _A __ __ __ The child has control over the order of the display 
 NA__ __ __ Title screen sequence is brief or can be bypassed
 _NA_ __ __ When a child holds a key down, only one input is sent to the computer
 _NA_ __ __ Files not intended for children are safe
 _A__ __ __ This program would operate smoothly and bug-free in a classroom setting

IV. Educational (What can a child learn from this program?)
 __ A __ __ The program offers a good presentation of one or more content areas
 __A_ __ __ The graphics do not detract from the program's educational intentions
 __ A_ __ __ Feedback employs meaningful graphic and sound capabilities
 __ A__ __ __ Speech is used
 __ A_ __ __ The presentation is novel with each use
 __ A_ __ __ Offers a nice challenge range (this program will grow with the child)
 __ A_ __ __ Feedback reinforces content (embedded reinforcements are used)
 __ A_ __ __ Program elements match direct experiences
 __ A_ __ __ Content is free from gender bias
 __ A __ __ Content is free from ethnic bias
 __ SE__ __ A child's ideas can be incorporated into the program
 __ SE__ __ The program comes with strategies to extend the learning 
 __ A __ __ There is a sufficient amount of content

V.	Entertaining (Is this program fun to use?)
 __ A_ __ __ The program is enjoyable to use
 __ A_ __ __ Graphics are meaningful and enjoyed by children
 __ A_ __ __ This program is appealing to a wide audience 
 __ NA__ __ Children return to this program time after time
 __ NA__ __ Random generation techniques are employed in the design
 __ A __ __ Speech and sounds are meaningful to children
 __ _NA __ Challenge level is fluid, or user can select from a range of difficulty levels
 __ SE__ __ The program is responsive to a child's actions
 __A __ __ The theme of the program is meaningful to children

VI.	Design Features (How “smart” is this program?)
 __ NA_ __ The program has speech capacity
 __ SE__ __ Has printing capacity
 __ NA __ __ Keeps records of child's work
 __ NA_ __ “Branches” automatically: challenge level is fluid
 __ NA_ __ A child's ideas can be incorporated into the program design in some way
 __ A __ __ Sound can be toggled or adjusted
 __ A __ __ Feedback is customized in some way to the individual child
 __ NA_ __ Program keeps a history of the child's use over a period of time
 __ A __ __ Teacher/parent options are easy to find and use

VII.	Value (How much does it cost vs. what it does? Is it worth it?)
Consider the factors above and the average retail price of software ($44.00), then rate this program's relative value considering the current software market and any extra hardware required to get full potential of the program (e.g., a sound card, CD-ROM, etc.)
This program is more expensive than average, but seems to be worth the investment. The multimedia presentations are effective and well done, and the process can be extended to other learning opportunities in the classroom.