Educational Software

Educational Software


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Full Description


educational-softwareThe primary objective of educational software is instruction or self-learning.  The usage of PC hardware and software in education and training dates to the early 1940s, when American researchers created flight simulators which used analog computers to simulate onboard instrument data.

One such approach was the type19 mock radar trainer, built in 1943. From these first attempts in the WWII era through the mid 1970s, educational programs were directly tied to the hardware, ordinarily mainframe computers, on which they ran. Pioneering educational computer systems in this period included the PLATO system (1960), created at the University of Illinois, and TICCIT (1969).

In 1963, IBM had established a joint venture with Stanford University’s Institute for Mathematical Studies in the Social Sciences, directed by Patrick Suppes, to develop the earliest complete CAI elementary school curriculum which was implemented on a large scale in schools in both California and Mississippi.

Early terminals that ran learning systems cost more than $10,000, putting them out of reach of nearly all institutions. Some programming languages from this time, particularly BASIC (1963), and LOGO (1967) can additionally be considered educational, as they were specifically targeted to students and novice PC users.

Different Types of Educational Software

Children’s learning: A large number of titles, most likely running into the thousands, were created and released from the mid-1990’s onwards, aimed primarily at the home-based education of younger kids. Later iterations of these titles generally began to link educational material to school curricula.

The design of educational software applications for home use has been influenced strongly by computer gaming concepts. However, as far as feasible a distinction ought to be drawn between proper learning titles and software where the gaming outweighs the instructive value.

Reference software: Most publishers of print dictionaries and encyclopedias have been involved in the creation of instructive reference programs since the mid-1990s. They were united in the reference software marketplace by both start-up companies and established software publishers.

Educational computer games: These are games which were originally created for adults or older children and which have impending learning implications. For the most part, these games provide simulations of various types of human activities, allowing players to explore a variety of social, historical and economic processes.




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