For those who did not grow up with a classroom computer, the changing pace of schools and technology can be staggering to comprehend. Classroom management technology is no longer a novelty, as it has now become a necessity. Here are two examples of recent developments in classroom software that are changing how schoolchildren learn.New mobile app changes language learning
The latest offering from tablet application developer Noyo is seeking to make the classroom a more immersive environment. Noyo’s language learning software aims to flip the classroom, making learning a more interactive experience as opposed to having information dictated by a teacher.
“Students need their teachers present to answer questions or to provide help if they get stuck on an assignment; they don’t need their teacher present to listen to a lecture or review content,” according to the Flipped Learning Network’s website.
The Noyo apps create such a classroom learning environment by providing a picture-based interactive lesson that is accessed from an iPad or an Android-powered tablet. The app tracks each student’s progress and allows teachers to assign homework lectures.
The goal, according to its developers, is to free up time teachers used to spend in front of a classroom lecturing students.
“The iPad, iPhone, Android, and other mobile and tablet devices are already a significant part of many students’ everyday life, and they continue to increase in popularity,” the company’s website said. “Noyo capitalizes on students’ comfort and familiarity with these technologies to enhance and supplement the language learning process.”
Using classroom software to build character
One software company has developed classroom management software that aims to teach positive behavioral habits to children.
The program developed by ClassDojo helps teachers track good behavior in a way that is visible to the entire classroom. Each student is given an avatar, and the teacher rewards points based on specific attributes. The points are shown to everyone, and are tabulated in real time. For example, if one student was seen helping another with an assignment, the teacher could then use a computer or mobile device to give that student a point for kindness or helpfulness. The immediate display provides instant reward that all can see, according to Forbes.
“We looked at the best practices in behavior, took those and tried to codify them,” Sam Chaudhary, one of the company’s founders, said to the news source.
ClassDojo’s software works to reinforce the premise of the marshmallow test, in that students who exhibit positive behavioral attributes tend to perform better in school. The test, first conducted in the 1960s, involved giving marshmallows to 4-year-olds and asking them to not eat the treat for 20 minutes in order to receive another one. The results showed that the children who were able to show restraint were more likely to score better on future tests.
“The takeaway: Good character isn’t just a moral asset, it’s also enormously practical,” J.J. Colao wrote in an August 15 Forbes article.
According to the company, its software is already showing positive results. Teachers who used the program saw between a 45 percent and 90 percent increase in good behavior along with a 50 percent to 85 percent decrease in negative behavior, Forbes reported.
“Specific positive reinforcement helps students develop a sense of purpose in the classroom, enhancing intrinsic motivation over time,” according to ClassDojo’s website. “By giving students visibility and data on their own behavior, ClassDojo makes class less disruptive and creates a more positive learning environment.”
What do you think about these two new classroom software developments? Would you consider using either of these programs in the future? Leave your comments below to let us know what you think!