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Key Features:
The showU Java applet is designed to deliver a wide variety of instructional exercises in a new and powerful format. The essential character of a showU exercise is its extensive use of graphics in conjunction with drag-and-drop interactivity and adaptive feedback. Using a showU exercise, your students build pictorial representations of their understanding. Students literally show you what they know. The underlying showU software engine makes no predetermined assumptions about particular types of exercises. This makes building showU exercises quite different from building exercises with other tools you may have used. Planning and building showU exercises is a very creative process. It challenges you to think about new ways of presenting instructional content, and it allows you to both challenge and guide your students as they demonstrate their learning. You will also have the satisfaction of creating truly interactive exercises that appeal to today's students. What are the elements of a showU exercise? First, there is a background graphic. This image defines the visual space for the student's work, and provides the organizational framework for the student to convey an understanding of the subject matter for the exercise. The design of the background may be complex or simple; it might be a structured chart with cells for placing objects, a photograph of a foreign locale, or just a plain rectangle of a solid color. Whatever its design, it becomes the field onto which the student drags the object graphics, which are the second element of a showU exercise. The object graphics are images representing features, parts or components related to the background. If the background graphic were a picture of a classroom, the object graphics might depict a desk, a chair, a piece of chalk, a student, a teacher and so forth. The third feature of a showU exercise is a list of "words" (or other symbolic images), where each list item uniquely refers to one of the object graphics. A new instance of an object is created each time the student clicks (with the mouse) on one of the list items and drags from the list item onto the background. An unlimited number of instances of each object graphic may be added to the background in this way. So if the classroom example mentioned above were to be used for a foreign language listening exercise which described the classroom as containing two desks and six chairs, the student could demonstrate this by adding the proper quantities of each item to the background. The fourth element of a showU exercise is the adaptive feedback. This is a checking mechanism which compares the student's arrangement of objects on the background to the correct arrangement you define for the exercise. To check the exercise, the student simply clicks on the "compare" button and the software automatically compares what the student has done with what you have specified as the goals of the exercise. The student receives graphical and text feedback for any errors. The power of a showU exercise is two-fold: richness of student response combined with objective, automatic checking of those responses. In a showU exercise, the student may be asked to construct a very complex picture. This stands in contrast to the much more restrictive format of typical on-line exercises. Yet detailed feedback about the student's work can be generated easily. What are some examples of exercises that can be created using the power of showU?
The possibilities are endless.
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