The computer technology is reshaping most forms of instruction and entertainment. In this context, the authors propose the use of scenario software to overcome the disparity between the opinion of educational researchers relative to the problem solving relevance and the classroom reality where didactism prevails. In this paper an analysis of the instructional characteristics of scenario software is made and some programs are revised. The authors conclude that an important goal in science education is that students learn to select and use scientifically, esthetically and ethically relevant courseware.
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