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Role of Technology in Education, 1

Role of Technology in Education


Chris Chaulk

In partial fulfilment of the requirements for ED6620


Dr. George Hach
April 8, 2009

Role of Technology in Education, 2


Introduction
The only constant is change and mankind is in a period of rapid technologically driven
change. Although the personal computer and the internet are less than 30 and 20 years old,
respectively, information and communication technology (ICT) has revolutionized how we live,
work and communicate. The commercial mantra of smaller, faster, cheaper, smarter has put
intelligent mobile devices in the hands of todays learners, but technology has had little real
impact upon education. The purpose of this paper is to examine the role of technology in
education because the problem will only get worse as technology improves.
Learning
Learning is based upon four tenets: meaningful learning is more than accumulating
knowledge; knowledge and skills are linked; learning requires far transfer, being able to apply
principles to a new situation; and cognitive load, transfers between long-term memory and
working memory are unlimited (recall), but transfers between working memory and long-term
memory (learning) are limited because working memory (seven unique pieces held for 20
seconds) can be easily overloaded (Cook & McDonald, 2008).
Behaviourists and cognitivists (direct instruction) believe knowledge can be transferred,
so they divide learning into small chunks from the simple to the complex. Constructivists
believe knowledge cannot be transferred, but must be constructed by the individual, so they use
open-ended questions to let learners construct their own answers (cognitive constructivism) and
group discussions on answers to correct misconceptions (social constructivism). But an
instructional approach must only be as complicated as necessary to achieve learning (Spiro,
Feltovich, Jacobson, & Coulson, 1995).
Kirschner, Sweller, and Clark (2006) believe that minimal, constructivist-based

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instruction: is less effective than direct instruction for novice and intermediate learners and only
equally effective for expert learners; and may have negative results as learners make errors
constructing knowledge. Kirschner, Sweller, and Clark (2007) feel the search for answers forces
novice learners to overload their working memory, with little transfer to long-term memory and
weak guidance causes cognitive overload as learners form weak problem-solving strategies. A
novice struggles to learn new material because everything is new. An intermediate learner does
better because they understand some of the material. Expert learners easily separate material to
concentrate on central arguments or concepts.
The greater the correlation between the learner's expertise and learning, the easier the
assimilation and less assistance or scaffolding required. Their personal expertise makes them an
expert and learners use prior learning or schema to incorporate the learning into their reality. The
smaller the correlation means the learning is harder and more scaffolding is required. The learner
functions as a novice, since their prior learning does not apply and can actually be a hindrance.
All learners try to leverage prior learning to complete tasks regardless of the complexity of
answers, until the prior learning does not work or they find a better way. Failure to complete
tasks does not mean learners are motivated to learn and they can choose not to learn for any
reason: not important; too difficult; or differs from their world-view. Learners are comfortable
stepping outside their own reality when they perceive a need to learn new material or Ausubels
meaningful learning (1962, as cited by Novak, 1998). If the learner does not perceive the
material is important, the learner will use memorization, which is easily forgotten or Ausubels
rote learning (as cited by Novak).
Digital Natives vs Digital Immigrants
Prenksy (2001a) describes Digital Natives as the generation that have spent their entire

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lives surrounded by and using computers, video games, digital music players, video cams, cell
phones, and all the other toys and tools of the digital age (p.1) and Digital Immigrants as the
generation that grew up before the digital age, who have adapted to technology but their fluency
is limited by growing up in a non-digital world. Prenksy contends that curriculum and Digital
Immigrants are holding Digital Natives back and advocates that instructors change to a
constructivist methodology with learners using technology to find answers, with instructors
providing support as needed and change the curriculum to relevant traditional curriculum and
new technology based curriculum. Prenksy (2001b) believes that continuous exposure to
technology via video games has rewired the brains of the Digital Natives and to take advantage
of this, educational video games should be used. Playing a game committed to long-term memory
is one thing, but their learning is still limited by working memory, which has not changed.
Recent research has shown no statistical differences in ICT capabilities for different age groups
(Guo, Dobson, & Petrina, 2008).
Through the years, Prensky has proposed many technologies as the vehicle for
transforming formal education: simulation (Prensky, 2001c); modding older open-source games
(Prensky, 2003); complex educational games (Prensky, 2005a); cell phones (Prensky, 2005b);
Web 2.0 software (Prensky, 2007); and student created games (Prensky, 2008).
Games/Simulations
All learners play games, so it is conceivable that learners could learn by games. Digital
games are divided into mini-games and complex games (Prensky, 2005a). Mini-games are
mainly recreational based (Freecell, Sudoku), but can be educational (Where in the World is
Carmen Sandiago). Prensky feels that individual mini-games lack the breadth and depth to
educate, but complex games requires a player to learn a wide variety of often new and difficult

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skills and strategies, and to master these skills and strategies by advancing through dozens of
ever-harder levels. ... requir[ing] both outside research and collaboration with others. So he
feels complex educational games could be created for learning.
The problem with creating educational games is summed up in a quote by Will Wright (as
cited by Prensky, 2008) as All games are educationalGood games are hard to design. But
designing a good game around specific subject matter is really difficult. It is difficult to see
how meaningful educational games covering a full course curriculum will ever exist due to the
complexity of curriculum and some learners may not consider a good educational game to be
worth playing. The difficulty and cost of developing a good video game means that the main
market would be for entertainment, but some curriculum may be able to piggy-back on to
entertainment games such as Second Life.
Prensky (2008) cites examples where students have developed games for learning and
extrapolates this into covering complete curriculums by having different students create minigame components for a complex game covering the whole curriculum. To achieve this, he feels
several million students will volunteer to create the several thousand mini-games that will be
required. Is this even realistic? How many students are programmers or have any interest in
programming? Even if the mini-games were created, would other students play them? Can
Digital Natives succeed where professional game programmers cannot? Who would manage and
fund the mega learning project? Designers of instruction (designers as learners) achieve a deep
level of understanding because the process of instructional design forced them to reflect upon
their knowledge in a new and meaningful way (Reeves & Jonassen, 1996). So there is merit in
the idea because the individual game developers would achieve meaningful learning about the
specific topic, but would the learning be as meaningful playing other mini-game modules?

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In many ways, a simulation is a game that attempts to model something in the real world.
Some instructors and textbook authors have developed small web-based simulations to illustrate
scientific principles (solar system, sextant, friction, circuits), that they share with others on the
internet. These interactive applets, with some scaffolding, allow learners to experiment with the
principles for understanding. Experiential learning using the simulations without scaffolding
would: take longer; introduce misconceptions; and achieve weaker learning. If you do not
understand Ohms Law, playing with a circuit simulator will not help you learn it. These
simulations are based upon the experience/requirements of the developers, so the quality may be
poor or the functionality may be incorrect or too advanced. But there are thousands of
simulations with common concepts having many versions, so a relevant example can typically be
found. But as with mini-games, their relevancy for education is limited.
Technology
The reinventing of the wheel as different individuals develop simulations for the same
concept serves to illustrate the problem with encouraging individual instructors to adopt
technology. There are also issues that adopting technology in the classroom that would have to
be dealt with: who pays for usage fees; learners without technology or lower capabilities; learners
with different technological skill sets; abuse of technology; cyber stalking; and eventual
obsolescence of any technology, which requires replacement or redoing course materials.
Technology does not teach, but it is how technology is used that learning is achieved, so
technology for technologys sake is wrong. Technology that makes learning easier; achieves
greater learning; or reflects technology used by industry, have been added to curriculum, such as
computerized drafting for mechanical engineering or Geographic Information System (GIS)
software for geography.

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Mindtools
The best use for technology in learning is as a mindtool. A mindtool is any computer
program the learner uses to engage and facilitate critical thinking and higher order learning
(Jonassen, 2000). Reeves and Jonassen (1996) feel education benefits when learners use
computers as cognitive tools to try to represent what they know (learners as designers). They feel
students learn and retain the most from thinking in meaningful (mindful) ways. Some of the best
thinking results when students try to represent what they know. They feel learners use cognitive
tools or mindtools to organize, restructure, and represent their knowledge. When learners use
computers, the workload is divided into areas each partner is good at: computers calculate, store,
and retrieve information; and learners recognize and judge patterns of information and organize
information (Jonassen, Carr, & Yueh, 1998).
Distance Education
Distance education on the web is based upon constructivism and uses 100% technology
for delivery, such as D2L (Desire2Learn) or WebCT (Web Course Tools). A constructivist
learning environment uses open-ended questions to promote extensive dialogue among learners
(Rovai, 2004). Conceptual change occurs when learners are confronted with information that
contradicts their conceptualizations (Jonassen, 2006). Jonassen feels that low domain knowledge
learners will not notice the contradictions, low interest learners are unlikely to engage in
conceptual change, and experts are unwilling to change because they feel they are correct. So
social constructivism cannot exist without good quality discussions.
There are distinct advantages from using technology (anytime, anyplace, asynchronous
delivery), but distance education materials can feel like snapshots of face-to-face courses that can
quickly become outdated, irrelevant and broken. So although distance education uses 100%

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technology, the technology is being used for facilitation and not education.
Learning Community
Formal educations problem is that it is based upon factory schools, which treat learners
as empty vessels to be filled. Carroll (2000) feels that teachers from the 1800s could substitute
into the schools of today because our schools have not kept up-to-date with educational theories
and must be transformed to meet the demands of our information age economy. Caine and Caine
(1991) feel that the factory model is inappropriate for teaching for two reasons, it fails: to give
students the relevant skills and attributes required to succeed in life; and to take advantage of the
brains capacity to learn. They believe that schools organized on the factory model do not open
doors to the future but imprison students in their own minds. Carroll lists the reasons schools
have to change are: anytime and anywhere web learning; ICT allows constructivist learning;
workers require upgrading; learning communities have no boundaries; home is becoming a
learning place; and Digital Natives learn from technology.
It is difficult to see how an individual instructor, who has to deal with the day-to-day
concerns of course delivery, can transform education by using technology. Even if the instructor
succeeds, the students must still deal with other instructors that have not changed. It is a case of
putting the cart before the horse. But by transforming schools into learning communities that
facilitate student-centered learning, the learners can choose what and how they will learn. The
horse or horses can pull the cart any way they want.
The model can be simple. Elementary stays the same and learners master basic reading
and writing, math and science. As students move into secondary, they become self-directed.
Learners start a learning sequence by negotiating a learning contract that states: proposed
learning; significance; deliverables; time-line; appropriately sized content; identified resources;

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and rubric for different deliverables. The contract can be signed by students, teachers and parents
to ensure each understand their roles in the process. This process allows students to select any
method to demonstrate successful learning: program a game; complete an existing game; write a
report; do a presentation; create a web page; compose a song; teacher-centered instruction if
available, etc. At the end, a teacher and the student assess if the learning was achieved. The
learning contract can be renegotiated if the learning was not achieved or repeat the process for
the next learning contract.
This allows for groups of students to take advantage of social constructivism and power
their way through the required curriculum and individual students to use any technology. The
students are motivated because they can: understand the curriculums importance; learn relevant
content; learn by playing; learn when they want to; manage their own time; and possibly graduate
earlier. As students complete curriculum, they document all learning with a learning portfolio.
Initial learning may be with partnerships in their school, but as learners become specialized into
areas of interest, learners can form partnerships with like-minded individuals on the web. The
teachers role changes from sage on the stage to guide on the side. Teachers will provide
support for students, which will most likely involve: management or help for individual learners;
problem solving by identifying new resources; resource development; development of
individualized instruction modules; and evaluation.
Students will have to learn the self-directed learning (SDL) process, so teachers and
eventually older, successful self-directed learners will provide the scaffolding. Sample learning
contracts will be provided to be used as a guide to help learners to create their own contract and
the size of the initial content will be kept small to help learners learn the process. As the students
develop confidence with SDL, the input from the scaffolder decreases, until the learner is

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learning on their own. Teachers are available to help learners resolve problems.
The curriculum can be the actual secondary and post-secondary curriculums.
Achievement of grades, programs or degrees requires learners to complete specific core and
optional competencies. All schools evolve to become learning centers and university degrees
change from 3-5 years to lifelong learning, with each degree being unique to the individual. As
individuals need training, they turn to the learning community.
This process is not new. As defined by Knowles in 1975, SDL is:
a process in which individuals take the initiative, with or without the help of others, in
diagnosing their learning needs, formulating learning goals, identifying human and
material resources for learning, choosing and implementing appropriate learning
strategies, and evaluating learning outcomes (p. 18).
Knowles (Hatcher, 1997) believed that by 2020, all education from primary to postsecondary would be SDL. Knowles (1991) transformative model of education consists of a
network of learning centers that contain information about the communitys learning resources,
including: specialists learning skills assessors; educational diagnosticians; educational planning
consultants; and support staff, and the organizing principle is lifelong learning, where every
individual, organization and institution of the community is a learning resource.
Formal education does not teach the individual how to do a specific job, so learners have
to use informal learning, which means formal education is the tip of the iceberg with regards to
all the learning that a learner must engage in through their life, so SDL is essential. The days of
working for one company, doing the same job are over. A career will consist of working for a
number of companies, doing different jobs. Technology will continue to change, making some
careers obsolete and creating new ones. To meet the training needs of individuals and to deal

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with the challenges of the future, universities and colleges have to move from full-time programs
to supporting SDL, where individuals are continually upgrading their skills. Gray (1999, as cited
in Kerka, 1999) believes that the Internet is one of the most powerful and important SDL tools.
So as the internet grows and pressure from technological change increases, the pressures on
formal education to transform increases.
Conclusion
Society benefits when: the education of the average individual increases; and the
individual is an educated, productive member of society. The formal education system works as
an agent of society to transform man as a product of society. So to transform the formal
education system, we have to transform society. Society has to realize formal education is
producing a product that does not meet societies needs. So the true role of technology in
education is transformation, as the agent for change and at this point in time, communications.
The proponents of technology have not gone far enough. Education can not change by
getting individual instructors to adopt any technology. Individual instructors are frozen by
curriculum, work load and regulatory agencies. They must always balance the equation of deeper
learning versus time consumed!
No learning occurs in games unless that learning was placed there by the game designer.
Technology does not teach, but it is how technology is used that learning is achieved. If a
technology has a benefit for education, instructors will readily adopt the technology.
The main reason for adopting many technologies is motivational, to take advantage of the
interest of learners. Twitter can be used for education but how much meaningful learning can
be packed in 140 characters or less! What society and individuals need is hope, not hype!

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