THE OTTER'S ADVENTURE 
KeyKids - Fun-Filled Adventures in Learning
1995 SoftKey Multimedia
The Otter's Adventure was created with the goal of teaching children about science and environmental conservation. The games address these issues and promotes basic learning skills within the students. Hopefully, when more familiar with the program, students would begin to choose levels and learning experiences that would be challenging to their needs. I feel that The Otter's Adventure certainly invites this type of independent learning.
The strands in the Key Intended Technology Outcomes that this software and topic relate to are information and systems.
Although science and the environment is the main thread of this topic, it would be unsuitable to devise complex scientific student learning outcomes for level one children. They should not however, be ruled out completely as children of this age can grasp the basics of science experimentation and research without delving into too much detail. The teacher should strive to ensure that children are aware of the process of a science experiment using language to include words such as estimation, measurements, results and evaluation.
The Otter's Adventure booklet provides over forty practical science experiments and activities that would be most relevant in the early childhood classroom. The experiments are both challenging and fun as well as developing skills in language arts, history, music art and maths. Each experiment is divided up into numerous stages and each of these are presented as a "slide" on the screen. For experiments which may occur away from the computer, there is a print out option as well as the booklet which also details each experiment. Objectives are stated in the booklet for each experiment as well as an introduction to the experiments and hints for classroom use. Effective questioning by both the teacher and the student will provoke further learning and help to achieve the learning objective for each project.
The experiments are best performed in small groups, however can also be extend into full-class projects including follow up activities and discussions. The experiments that are provided would not of course be the basis for all science in the classroom, however would be a good starting point for raising simple issues about the environment such as the weather (perhaps leading to the global warming) and other topics like pollution.
Although independent learning is prevalent through the students acquiring new knowledge and skills, all other modes of the Key Intended Technology Outcome for level 0 also apply to the topic.
*Operations and computer components are seen when children begin and end their session on the computer
*Publishing may be seen as there is a printing option available for some of the learning experience results
*Communicating -although not directly with use of email, however students may interact with their peers to engage in the software
*Researching certainly plays a large role as children undergo the science experiments and learn new information.
*Problem solving is seen when student's initially engage in the program (especially when independently learning) as they must decide for themselves which level and stage best suits their learning needs.
Classroom management is an aspect of all areas of the curriculum, particularly technology, that must be taken into consideration when planning the layout and convenience of the classroom.
An ideal classroom would have room for both working desks, quiet reading area and a space off to the side (away from distraction) for the computer/s. No more than two students at any one time should be on the one computer. This is not only due to space consideration, but also for learning outcomes. It is advisable that the pair on the computer are of similar academic level so that one is not in full control for the whole session. Sessions should run for no longer than twenty minutes at any one time. This allows each child in the class to have equal time and opportunity to learn and achieve goals in the area of technology.
In many classrooms, the computer is used as a reward for fast/good work. This is because games are seen as being fun and the educational significance is too often overlooked. As mentioned earlier educational programs such as The Otter's Adventure should be used as a starting point for learning and each child in the class should have equal opportunities to experience it, not just those who finish their work first.
Ergonomic chairs should be provided for the students to sit on as learning is more effective when comfortable and safe sitting is achieved.
Evaluation is not mentioned anywhere in The Otter's Adventure and this is perhaps an aspect which could be improved in the program. In order to see any progress and achievements, the teacher must observe the students participating in the learning experiences and activities. The only section which can produce a hard copy is in the colouring book, and this is perhaps seen as a pre-school activity. However, the off computer science experiments are more readily open to evaluation as results (both written, verbal and physical) can be seen. These may then be recorded by the teacher to track each individual student's learning achievements.
"See Ya!"