Abstract
A historical survey of the various teaching and training
technologies will be given. The architectures of computer-
assisted instruction (CAI) systems, simulations, intelligent
tutoring systems (ITS), microworlds, and interactive
learning environments (ILE) will be described. In
addition, the types of learning outcomes that can be
expected from the various technologies will also be
summarized. Emphasis will be placed on how the 90's
computing infrastructure (e.g., high-MIP/GIP computation,
high- bandwidth networks) will impact teaching and
training, e.g., what is the role of multimedia, computer-
aided design systems, ubiquitous access to information, the
home information appliance, in learning? What will the
impact be as we transition from User-Centered Design to
Learner-Centered Design? Case studies from real
instructional systems will be used to illustrate the main
points in the tutorial.
Keywords:
Education & Computers, Interactive
Learning Environments, Intelligent Tutoring Systems, Constructionism
OVERVIEW
From the earliest days of the invention of the computer,
there has been a promise that they would play a major role
in education, from helping children to learn in the school
and in the home, to helping adults acquire job training.
Frankly, to date that potential has not been realized. By
and large the impact of computers on education has been
minimal. It is interesting to examine the reasons why this
is so:
- o Limited computational power: Up until very
recently, the horsepower available to the user
has been minimal: while timesharing and
early desktop machines made computing
available on a large scale, it is only in the last
2-3 years that computing has become
available on a truly significant scale. For
example, it is estimated that there are
approximately 33 million personal computers
in the U.S. alone. Moreover, the new
generation of chips (Intel Pentium, Motorola
PowerPC) offer considerable horsepower.
- o Limited models of learning and teaching: Up
until recently, the dominant theory of
education focused on learning as knowledge
transmission; technology was thus used as a
method to deliver information (Skinner,
1958). For example, computer-assisted
instruction packages employed, for the most
part, a drill-and-practice methodology of
instruction.
This limited instructional model matched, however, the
limited computational resources available. In contrast,
open-ended teaching and learning strategies that are
becoming more popular now (Gardner, 1991; Papert, 1993;
Collins, Brown, Newman, 1989) require considerable
flexibility on the part of the computer. While studies have
shown (Kulik & Kulik, 1976) that CAI can reduce learning
time by up to 30% and improve test scores by up to 10%,
when compared with human-taught courses, it has been felt
that such gains have only just begun to tap into the
potential of computers in education.
The situation on both computational power (and
communications power) and models of teaching and
learning is different from what it has been:
- o High-Performance Computing and
Communication: The coming generation of 3-
and-4 digit MIP machines and high-
bandwidth communications are providing a
quantum jump in what can be carried out:
while previous generations of machines were
hard pressed to handle even text, video and
audio are coming to be commonplace on the
computer screens. Moreover, the
transmission of such data types is coming to
be seen as routine.
- o Learning Through Doing: John Dewey (1916)
had it right: he argued that one learns through
direct experience, by being engaged in
authentic tasks. Learning is not, then, a
process of transmitting information from
someone who knows to someone who
doesn't; rather, learning is an active process
on the part of the learner, where knowledge
and understanding is constructed by the
learner. Moreover, learning is a social
process: learning proceeds by and through
conversations. Learning is mediated by the
construction of external artifacts, where the
construction of artifacts leads to the
construction of understanding.
Learning through doing dovetails with the integration of
computing and communications into the very fabric of the
workplace. Thus, supporting on the job training, just-in-
time learning, learner-centered design (Soloway, Guzdial,
Hay, 1994), etc. via technology makes a great deal of
sense: the computational and communications "zorch" is up
to the task, finally. Moreover, in schools we are seeing
students engaged in what has come to be called "project-
based learning," (e.g., Blumenfeld, et al., 1991) where
learning is centered around an investigation and
development of artifacts and solutions to real problems
(e.g., in what ways does my school waste energy and what
can we do about this?). As computer notebooks (not
notebook computers) become commonplace in the
classroom, as they will over the next 5 years, technology in
schools will function for learning much as it functions in
the workplace: as integrated into the very nature of the
activities that students (and workers) engage in. To signal
this major change in how technology is used for learning
and teaching, we have coined the term "interactive learning
environment."
In this tutorial, then, we will survey the history of
technology in education, exploring how psychological
theories of the mind, and derived educational theories, have
guided the impact of technology in education. We will
expand on the above arguments as to the promise of
interactive learning environments. Specific case studies
will be used to illustrate and support our claims. The goal
of this tutorial is to paint a bigger vision of how technology
can impact learning, teaching and training.
References
- 1. Blumenfeld, P., Soloway, E., Marx, R., Krajcik, J.,
Guzdial, M., Palincsar, A. (1991) Motivating Project-
Based Learning: Sustaining the Doing, Supporting the
Learning, Educational Psychologist, Vol. 26, No. 3-4.
- 2. Collins, A., Brown, J.S., & Newman., S. (1989)
Cognitive Apprenticeship: Teaching the Craft of
Reading, Writing, and Mathematics, In L.B. Resnick
(Ed.) Knowing, Learning, and Instruction: Essays in
Honor of Robert Glaser, Lawrence Erlbaum
Associates, Hillsdale, NJ
- 3. Dewey, J. (1916) Democracy and Education, The Free
Press, New York.
- 4. Gardner, H. (1991) The Unschooled Mind, How
Children Think & How Schools Should Teach,
BasicBooks, New York
- 5. Papert, S. (1993) Children's Machines: Rethinking
Education in the Age of the Computer, BasicBooks,
New York
- 6. Skinner, B.F. (1958) Teaching Machines, Science, 128,
889-977
- 7. Soloway, E., Guzdial, M., Hay, K., (1994) Learner-
Centered Design: The Next Challenge for HCI, ACM
Interactions, April.