5 A DAY ADVENTURE

PUBLISHER: DOLE FOOD COMPANY INC.

http://www.Dole.com

Grade Level(s): 4-7

Subject Area(s): Life Management

Reviewed By: Carrie Jacobs

Software Description

5 A Day Adventure is a nutrition program designed to inform students about healthy eating and the food pyramid. The program begins with three paths for the user to follow: tips, adventures, and the exit. The next screen leads to a town containing six lands to visit: "Cook's Kitchen," "Land of 5 a Day," "HB Body Shop," "Copy Center," "Adventure Theater," and the "Salad Factory and Cafeteria." Each of these lands brings the students to specific activities. Throughout the program, a question-mark icon and help-key guide students to finding information. 5 A Day Adventure also contains a glossary button that allows students to both see and hear any unfamiliar terms used in the program. The software presents material both visually and orally, which is especially helpful for those with special needs.

Accuracy of Content

5 A Day Adventure is an accurate and complete program for late elementary through early middle school, its intended audience. The content focuses on the published guidelines of the food pyramid, stressing healthy eating and choices. 5 A Day Adventure is a registered program through Dole Food Company and adheres to the standards of the National Cancer Institute and the Produce for Better Health Foundation. In addition, a monthly newsletter is available to any educator who purchases the software containing information about National Nutrition. The newsletter contains additional ideas for using the program in the classroom. This resource contributes to keeping the use of the software current. The program is free of bias and gender or ethnic stereotypes.

Technical Quality

5 A Day Adventure is both easy to use and install. The installation requires minimal computer knowledge, and the program is easy for students to use in the targeted age group. The navigation system is easy to use, and a toolbar and icons are on each page. The tip button in the beginning of the program explains all of the icons, both visually and orally, and allows the student to practice using the mouse before entering the program. The program contains interesting and interactive graphics, sounds, and cartoons. These features make the nutritional information contained in the program captivating and entice students to learn. The graphics and sounds help students learn about vitamins, minerals, fruits and vegetables in an interactive and fun way. For example, in the "Salad Factory," the page is set up like a machine and students can create their own salad. While students create a salad, the machine is calculating the fat, fiber, and vitamins A and C. The salad moves into the "Cafeteria Room," where students can analyze their salad for nutritional intake and get responses from the computer as to how healthy their salad is.

Use of Technology

5 A Day Adventure makes good use of the computer. The program allows the students to learn about the food groups and the food pyramid and to analyze their own daily food intake. This program also allows students to use graphics and sounds to enhance their understanding of over 35 fruits and vegetables. The students are motivated to go through the process of not only what the vegetable or fruit is, but also to learn about where it is comes from in the world and how it affects their body. The program makes great use of color, sound and graphics, drawing students in and motivating them to learn. One downfall of the program is the inability to modify this software. However, this problem minor in light of the other strengths of the program. Student tracking is possible with a game installed in the program called tokens. This is a game board where the students leave a token to indicate where they left off. This feature also allows the teacher to find out what parts of the program the students used.

Role of Students

Students are truly empowered by this software. They can work through the program on their own and have freedom regarding the paths to take and activities to choose. This program could be used by students with different learning styles and needs due to the use of verbal and visual instructions. The students have full control over the running of the software and can construct things including salads, food labels, and recipes. 5 A Day Adventure can be used individually or by a small group.

Role of Teachers

The teacher should review with the whole class the icons and toolbar to ease the students into the program. Furthermore, the teacher should review the use of the glossary with the students who may not be familiar with one. Students may need monitoring to ensure that they go through the tip section first to learn about the activities and functions the program has. In addition, the teacher can keep a chart of the lands that the students have completed and which materials they still need to cover. The teacher's manual for the teachers suggests additional materials and activities that may be incorporated into lessons, including recipe books for the students. The value of these additional materials is superb; they allow for future lessons and provide recipes for students to use.

Classroom Usage

The program is an excellent addition to the curriculum for teaching about the food pyramid and nutrition. The program is successful used individually, by small groups, or by the class as a whole. The software parallels my curriculum by giving an additional way to interest and educate my students on the importance of making healthy choices of foods.

 Critical Summary

5 A Day Adventure provides an excellent means to enhance learning about nutrition and healthy eating. The program promotes learning about the food pyramid. 5 A Day Adventure allows students to learn about the nutritional value of fruits and vegetables and to analyze them in a fun way. The program encourages students to find out about the foods they like and their benefits and to explore the places that the foods come from. Students' imagination is a key in this program from the beginning steps to the token game at the end. Students are encouraged to think about the food that they eat and to make healthy choices for themselves. Being able to navigate through the program freely allows the students to be active in the learning process and gives them a sense of independence and motivation.

 Overall Rating (based on scale of 1 to 10) 10

 Explanation of Rating

5 A Day Adventure is an interactive and educational way to involve students in healthy eating. This program motivates and guides the students towards information that they can use to make better choices for themselves in their everyday lives. The animation, voices, color, and graphics captivate the students and draw them into the learning about nutrition in an interesting and beneficial way.

 

| Lesson Plan for 5 A Day

Last revised: August 21, 2003