Technology
Technology
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education. In 1952, Alabama established the first statewide educational television network,
and in 1956, one the largest single experiments on the use of closed-circuit instructional
television was conducted in Hagertown, Maryland. Inspired by Hagertowns early success,
the Ford Foundation then began a nationwide study on the use of Interactive Television that
included over 200,000 students in over 800 elementary and secondary schools.
Although early studies on the use of instructional media did yield some interesting results
(e.g., younger students are more effectively taught by television than are their older peers;
simplified line drawings may be more effective than high quality photographs), for the most
part, researchers found that: (a) learning can take place through the use of audio, still
images, or motion pictures as well as one-way or two-way, interactive educational television
as the sole means of transmitting information; and (b) when compared with "traditional"
classroom techniques, audio recordings, still images, motion pictures and (either one or twoway) educational television programs of the same content produce no significant differences
in learning.
With the advent of the personal computer, computer-based tutorials, simulations and simple
drill and practice games became popular in the 1970s and 80s. Like earlier forms of
instructional media, computer-based instruction (CBI) and computer-based training (CBT)
were compared to traditional, face-to-face (f2f) classroom instruction. For example, Jamison,
Suppes and Wells (1974) conducted a comprehensive review of media comparison research
and found no significant differences in achievement were typically reported between the use
of computers, televisions and radios compared to traditional classroom instruction. While
some studies reported advantages for media, others reported greater achievement with
traditional instruction. They concluded, When highly stringent controls are imposed on a
study, the nature of the controls tends to force the methods of presentation into such similar
formats that one can only expect no significant differences which were found (p. 38).
Concentrating on studies comparing CBI and CBT to traditional classroom instruction, Kulik
and Kulik (1991, 1987) and Roblyer (1989) used meta-analytic techniques to synthesize and
analyze findings and to better estimate effect size. Although significant differences in final
exam scores were found in several cases, closer examination revealed that most of the large
effect sizes attributed to the use of computers were actually due to poorly designed studies
and other confounding factors (Clark, 1983). For instance, when studies involving only one
teacher in the planning and delivery of the instruction were considered, the positive effect of
media tended to disappear. The evidence in these meta-analyses.is that it is the method
of instruction rather than the choice of medium that leads directly and powerfully to
learning (Clark & Sugrue, 1994, p. 353). Such findings led Clark (1983) to coin the
popular phrase that, "[...] media are mere vehicles that deliver instruction but do not
influence student achievement any more than the truck that delivers our groceries causes
changes in our nutrition" (p. 445).
Reviews of research examining the relative effectiveness of educational video games have lead
to similar conclusions. For example, ONeil, Wainess, and Baker (2005) located over 4,000
articles about computer games published in peer-reviewed journals and found only 19
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instructional effectiveness of the technology or comparing the new with an older technology.
Each new technology seems to attract its own set of advocates who ask research questions
that seem similar to past media studies and claim their technology improves learning and/or
motivation. However, as Ive argued throughout this paper, its how the technology is used
and integrated with instruction that makes the difference, not the technology used to deliver
or others facilitate the instruction.
For many of us, the classroom was pretty much the same as when our parents went to
school. The teacher stood in front, acting as the epistemological center of authority, and
lectured to the groups of students who were expected to start and complete the same
curriculum at the same pace and at the same time. Parents and other members of the
community contributed to our learning, but typically, in an uncoordinated manner (as
depicted on the left side of Figure 1). Even with the infusion of personal computer in the
1970s, 80s and 90s, schools and more importantly, the educational experience remained
predominately teacher-centered until the late 1990s and early 2000s when the Internet and
high speed networks became more prevalent. The World Wide Web gave students direct
access to the knowledge base and enabled teachers to become learning facilitators, helping
students to access, interpret, organize, synthesize and apply information, rather than
directing students to memorize and regurgitate information for an upcoming test. Advances
in information technology also facilitated communications among students and between
family and community members as well as experts around the world, further breaking down
the barriers of traditional classroom walls and promoting the development of studentcentered learning environments (as depicted on the right side of Figure 1).
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Now, Web 2.0 technologies, such as YouTube, wikis, and blogs, allow students to readily
create and share user-generated content, providing tools to further the concept of studentcentered learning. However, rather than questioning if Web 2.0 or other emerging
technologies promote learning or if one technology is better than another, we should
investigate how to best integrate these tools to facilitate student learning and motivation.
Current research and literature provide some initial insights. For instance, Shelly, Gunter and
Gunter (2010) suggest challenging students to establish community-based blogs to discuss
issues important to local government or to communicate with and assist senior citizens. Other
recommendations include, but are not limited to tasking students to produce and share
short digital video clips using YouTube to demonstrate their knowledge of a topic, and
having students create wikis to build communication and teamwork skills (Shelly, Gunter &
Gunter, 2010). In my opinion, questioning what educators can do before, during and after
the use of technology, and testing alternative strategies to facilitate learning are the keys to
improvement.
Over the past 100 years, literally thousands of studies have shown benefits from the use of
technology, while others report higher achievement with classroom instruction, and even
more result in no significant difference. I, like others, believe that such mixed results reveal
that the design of instruction makes the difference in learning, not the medium used to
deliver the instruction. The question is no longer if technology enhances learning, but rather
how do we improve our use of technology to enhance learning? So, the next time youre
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asked if mixed, mobile, game, audio, video, virtual, distance learning, social media, Web,
Web 2.0 or other emerging technologies enhance learning, or if one is better than another,
you can say, the answer lies in design.
References
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