TECHNOLOGY TO SUPPORT
LEARNING
Attempts
to use computer technologies to enhance learning began with the efforts of
pioneers such as Atkinson and Suppes (e.g., Atkinson, 1968; Suppes and
Morningstar, 1968). The presence of
computer technology in schools has increased dramatically since that time, and
predictions are that this trend will continue to accelerate (U.S. Department of
Education, 1994).
The
romanticized view of technology is that its mere presence in schools will
enhance student learning and achievement.
In contrast is the view that money spent on technology, and time spent
by students using technology, are money and time wasted (see Education Policy
Network, 1997).
Several
groups have reviewed the literature on technology and learning and concluded that
it has great potential to enhance student achievement and teacher learning, but
only if it is used appropriately (e.g., Cognition and Technology Group at
Vanderbilt, 1996; President’s Committee of Advisors on Science and Technology, 1997;
Dede, 1998).
What
is now known about learning provides important guidelines for uses of
technology that can help students and teachers develop the competencies needed
for the twenty-first century. The new technologies provide opportunities for
creating learning environments that extend the possibilities of “old”—but still
useful—technologies—books; blackboards; and linear, one-way communication
media, such as radio and television shows—as well as offering new
possibilities. Technologies do not guarantee effective learning, however. Inappropriate uses of technology can hinder
learning— for example, if students spend most of their time picking fonts and
colors for multimedia reports instead of planning, writing, and revising their
ideas. And everyone knows how much time students can waste surfing the
Internet.
Yet many
aspects of technology make it easier to create environments that fit the principles
of learning discussed throughout this volume. Because many new technologies are
interactive (Greenfield and Cocking, 1996), it is now easier to create
environments in which students can learn by doing, receive feedback, and
continually refine their understanding and build new knowledge (Barron et al.,
1998; Bereiter and Scardamalia, 1993; Hmelo and Williams, 1998; Kafai, 1995;
Schwartz et al., 1999). The new
technologies can also help people visualize difficult-to-understand concepts, such
as differentiating heat from temperature (Linn et al., 1996). Students can work with visualization and
modeling software that is similar to the tools used in nonschool environments, increasing
their understanding and the likelihood of transfer from school to nonschool
settings.
These
technologies also provide access to a vast array of information, including digital
libraries, data for analysis, and other people who provide information, feedback,
and inspiration. They can enhance the
learning of teachers and administrators, as well as that of students, and
increase connections between schools and the communities, including homes.
In
this part we explore how new technologies can be used in five ways:
•
bringing exciting curricula based on real-world problems into the classroom;
•
providing scaffolds and tools to enhance learning;
•
giving students and teachers more opportunities for feedback, reflection, and
revision;
•
building local and global communities that include teachers, administrators,
students, parents, practicing scientists, and other interested people; and
•
expanding opportunities for teacher learning.
NEW
CURRICULA
An
important use of technology is its capacity to create new opportunities for
curriculum and instruction by bringing real-world problems into the classroom for
students to explore and solve; Technology can help to create an active
environment in which students not only solve problems,
but
also find their own problems.
This approach to learning is very different from
the typical school classrooms, in which students spend most of their time
learning facts from a lecture or text and doing the problems at the end of the
this part.
Learning
through real-world contexts is not a new idea.
For a long time, schools have made sporadic efforts to give students
concrete experiences through field trips, laboratories, and work-study programs. But these activities have seldom been at the
heart of academic instruction, and they have not been easily incorporated into
schools because of logistical constraints and the amount of subject material to
be covered. Technology offers powerful tools
for addressing these constraints, from video-based problems and computer simulations
to electronic communications systems that connect classrooms with communities
of practitioners in science, mathematics, and
other
fields (Barron et al., 1995).
A
number of video- and computer-based learning programs are now in use, with many
different purposes. The Voyage of the
Mimi, developed by Bank Street College, was one of the earliest attempts to use
video and computer technology to introduce students to real-life problems
(e.g., Char and Hawkins,1987): students
“go to sea” and solve problems in the context of learning about whales and the
Mayan culture of the Yucatan.
New learning programs are not restricted
to mathematics and science.
Problem-solving
environments have also been developed that help students better understand
workplaces. For example, in a banking
simulation, students assume roles, such as the vice president of a bank, and
learn about the knowledge and skills needed to perform various duties
(Classroom Inc., 1996).
SCAFFOLDS
AND TOOLS
Many
technologies function as scaffolds and tools to help students solve problems. This was foreseen long ago: in a prescient 1945 essay in the Atlantic
Monthly, Vannevar Bush, science adviser to President Roosevelt, depicted
the computer as a general-purpose symbolic system that could serve clerical and
other supportive research functions in the sciences, in work, and for learning,
thus freeing the human mind to pursue its creative capacities.
In
the first generation of computer-based technologies for classroom use, this
tool function took the rather elementary form of electronic “flashcards” that
students used to practice discrete skills.
As applications have spilled over from other sectors of society, computer-based
learning tools have become more sophisticated (Atkinson, 1968; Suppes and
Morningstar, 1968).
They now include calculators, spreadsheets,
graphing programs, function probes (e.g., Roschelle and Kaput, 1996),
“mathematical supposers” for making and checking conjectures (e.g., Schwartz,
1994), and modeling programs for creating and testing models of complex
phenomena (Jackson et al., 1996). In the
Middle School Mathematics Through Applications Projects (MMAP), developed at
the Institute for Research on Learning, innovative software tools are
used
for exploring concepts in algebra through such problems as designing insulation
for arctic
dwellings
(Goldman and Moschkovich, 1995).
FEEDBACK,
REFLECTION, AND REVISION
Technology
can make it easier for teachers to give students feedback about their thinking
and for students to revise their work.
Initially, teachers working with the Jasper Woodbury playground
adventure had trouble finding time to give students feedback about their
playground designs, but a simple computer interface cut in half the time it
took teachers to provide feedback (see, e.g., Cognition and Technology Group at
Vanderbilt, 1997). An interactive Jasper
Adventuremaker software program allows students to suggest solutions to a Jasper
adventure, then see simulations of the effects of their solutions. The simulations had a clear impact on the
quality
Of the
solutions that students generated subsequently (Crew et al., 1997).
Opportunities
to interact with working scientists, as discussed above, also provide rich
experiences for learning from feedback and revision (White and Fredericksen,
1994). The SMART (Special Multimedia
Arenas for Refining Thinking) Challenge Series provides multiple technological
resources for feedback and revision.
SMART has been tested in various contexts, including the Jasper
challenge. When its formative assessment
resources are added to these curricula, students achieve at higher levels than
without them (e.g. Barron et al., 1998; Cognition and Technology Group at
Vanderbilt, 1994, 1997;
Vye et al., 1998).
Classroom communication technologies, such
as Classtalk, can promote more active learning in large lecture classes and, if
used appropriately, highlight the reasoning processes that students use to
solve problems. This technology allows an instructor to prepare and display
problems that
the
class works on collaboratively. Students
enter answers (individually or as a group) via palm-held input devices, and the
technology collects, stores, and displays histograms (bar graphs of how many
students preferred each problem solution) of the class responses. This kind of tool can provide useful feedback
to students and the teacher on how well the students understand
the
concepts being covered and whether they can apply them in novel contexts (Mestre
et al., 1997).
CONNECTING
CLASSROOMS TO COMMUNITY
It
is easy to forget that student achievement in school also depends on what
happens outside of school. Bringing
students and teachers in contact with the broader community can enhance their learning. In the previous part, we discussed learning
through contacts with the broader community.
Universities and businesses, for example, have
helped communities upgrade the quality of teaching in schools. Engineers and scientists who work in industry
often play a mentoring role with teachers (e.g., University of California-Irvine
Science Education Program).
Modern
technologies can help make connections between students’ in school and
out-of-school activities. For example,
the “transparent school” (Bauch, 1997) uses telephones and answering machines
to help parents understand the daily assignments in classrooms.
Teachers need only a few minutes per day to
dictate assignments into an answering machine.
Parents can call at their convenience and retrieve the daily
assignments, thus becoming informed
of
what their children are doing in school.
Contrary to some expectations, low-income parents are as likely to call
the answering machines as are parents of higher socioeconomic status.
The
Internet can also help link parents with their children’s schools. School
calendars, assignments, and other types of information can be posted on a
school’s Internet site. School sites can
also be used to inform the community of what a school is doing and how they can
help. For example, the American Schools
Directory (www.asd.com), which has created Internet pages for each of the
106,000 public and private K-12 schools in the country, includes a “Wish List”
on which schools post requests for various kinds of help. In addition, the ASD provides free e-mail for
every student and teacher in the country.
TEACHER
LEARNING
The
introduction of new technologies to classrooms has offered new insights about
the roles of teachers in promoting learning (McDonald and Naso, 1986; Watts,
1985). Technology can give teachers
license to experiment and tinker (Means and Olson, 1995a; U.S. Congress, Office
of Technology Assessment, 1995). It can
stimulate teachers to think about the processes of learning, whether through a
fresh study of their own subject or a fresh perspective on students’ learning.
It softens the barrier between what students do
and what teachers do. When teachers learn to use a new technology in their
classrooms, they model the learning process for students; at the same time,
they gain new insights on teaching by watching their students learn. Moreover, the transfer
of
the teaching role from teacher to student often occurs spontaneously during
efforts to use computers in classrooms.
Some children develop a profound involvement with some aspect of the
technology or the software, spend considerable time on it, and know more than
anyone else in the group, including their teachers. Often both teachers and students are novices,
and the creation of knowledge is a genuinely cooperative endeavor.
Epistemological
authority—teachers possessing knowledge and students receiving knowledge—is redefined,
which in turn redefines social authority and personal responsibility (Kaput,
1987; Pollak, 1986; Skovsmose, 1985). Cooperation creates a setting in which
novices can contribute what they are able and learn from the contributions of
those more expert than they.
Collaboratively,
the group, with its variety of expertise, engagement, and goals, gets the job
done (Brown and Campione, 1987:17). This
devolution of authority and move toward cooperative participation results
directly from, and contributes to, an intense cognitive motivation.
As
teachers learn to use technology, their own learning has implications for the
ways in which they assist students to learn more generally (McDonald and Naso,
1986):
•
They must be partners in innovation; a critical partnership is needed among
teachers, administrators, students, parents, community, university, and the
computer industry.
•
They need time to learn: time to
reflect, absorb discoveries, and adapt practices.
•
They need collegial advisers rather than supervisors; advising is a partnership.
Internet-based
communities of teachers are becoming an increasingly important tool for overcoming
teachers’ sense of isolation. They also
provide avenues for geographically dispersed teachers who are participating in the
same kinds of innovations to exchange information and offer support to each other
(see Chapter 8). Examples of these
communities include the LabNet
Project,
which involves over 1,000 physics teachers (Ruopp et al., 1993); Bank Street
College’s
Mathematics
Learning project; the QUILL network for Alaskan teachers of writing (Rubin,
1992); and the HumBio Project, in which teachers are developing biology
curricula over the network (Keating, 1997; Keating and Rosenquist, 1998). WEBCSILE, an Internet version of the CSILE program
described above, is being used to help create teacher communities.
The worldwide
web provides another venue for teachers to communicate with an audience outside
their own institutions. At the
University of Illinois, James Levin asks his education graduate students to
develop web pages with their evaluations of education resources on the web,
along with hot links to those web resources they consider most valuable. Many students
not
only put up these web pages, but also revise and maintain them after the course
is over. Some receive tens of thousands
of hits on their web sites each month (Levin et al., 1994; Levin and Waugh,
1998).
In
addition to supporting teachers’ ongoing communication and professional development,
technology is used in preservice seminars for teachers. A challenge in
providing professional development for new teachers is allowing them adequate
time to observe accomplished teachers and to try their own wings in classrooms,
where innumerable decisions must be made in the course of the day and
opportunities for reflection are few.
Prospective teachers generally have limited exposure to classrooms
before they begin student teaching, and teacher trainers tend to have limited
time to spend in classes with them, observing and critiquing their work. Technology can help overcome these
constraints by capturing the complexity of classroom interactions in multiple
media. For example, student teachers can
replay videos of classroom events to learn to read subtle classroom clues and
see important features that escaped them on first viewing.
Databases
have been established to assist teachers in a number of subject areas. One is a video archive of mathematics lessons
from third- and fifth-grade classes, taught by experts Magdalene Lampert and
Deborah Ball (1998).
The lessons model inquiry-oriented teaching,
with students working to solve problems and reason and engaging in lively
discussions about the mathematics underlying their solutions. The videotapes allow student teachers to stop
at any point in the action and discuss nuances of teacher performance with their
fellow students and instructors.
Teachers’ annotations and an archive of student work associated with the
lessons further enrich the resource.
Technology
has become an important instrument in education. Computer-based technologies hold great promise
both for increasing access to knowledge and as a means of promoting learning.
The public imagination has been captured by the capacity of information
technologies to centralize and organize large bodies of knowledge; people are
excited by the prospect of information networks, such as the Internet, linking
students around the globe into communities of learners.
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