The human touch: in the rush to place a computer on every desk, schools are neglecting intellectual creativity and personal growth
Education Next, Fall, 2004 by Lowell Monke
In 1922 Thomas Edison proclaimed, "I believe the motion picture is destined to revolutionize our educational system and that in a few years it will supplant largely, if not entirely, the use of textbooks." Thus began a long string of spectacularly wrong predictions regarding the capacity of various technologies to revolutionize education.
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What betrayed Edison and his successors was an uncritical faith in technology itself. This faith has become a sort of ideology increasingly dominating K-12 education. In the past two decades, school systems, with generous financial and moral support from foundations and all levels of government, have made massive investments in computer technology and in creating "wired" schools. The goal is twofold: to provide children with the computer skills necessary to flourish in a high-tech world and to give them access to tools and information that will enhance their learning in subjects like mathematics and history.
However, in recent years a number of scholars have questioned the vast sums being devoted to educational technology. They rarely quibble with the need for children to learn how to use computers, but find little evidence that making technology more available leads to higher student achievement in core subjects. As Stanford University professor Larry Cuban writes in Oversold and Underused, "There have been no advances (measured by higher academic achievement of urban, suburban, or rural students) over the past decade that can be confidently attributed to broader access to computers.... The link between test-score improvements and computer availability and use is even more contested."
While it is important to examine the relationship between technology and learning, that debate often devolves into a tit-for-tat of dueling studies and anecdotes. The problem with framing the issue merely as a question of whether technology boosts test scores is that it fails to address the interaction between technology and the values learned in school. In short, we need to ask what kind of learning tends to take place with the computer and what kind gets left out.
The Need for Firsthand Experience
A computer can inundate a child with mountains of information. However, all of this learning takes place the same way: through abstract symbols, decontextualized and cast on a two-dimensional screen. Contrast that with the way children come to know a tree--by peeling its bark, climbing its branches, sitting under its shade, jumping into its piled-up leaves. Just as important, these firsthand experiences are enveloped by feelings and associations--muscles being used, sun warming the skin, blossoms scenting the air. The computer cannot even approximate any of this.
There is a huge qualitative difference between learning about something, which requires only information, and learning from something, which requires that the learner enter into a rich and complex relationship with the subject at hand. For smaller children especially, that relationship is as physical as it is mental. Rousseau pointed out long ago that the child's first and most important teacher is his hands. Every time I walk through a store with my sons and grow tired of saying, "Don't touch that!" I am reminded of Rousseau's wisdom.
What "Information Age" values tempt us to forget is that all of the information gushing through our electronic networks is abstract; that is, it is all representations, one or more symbolic steps removed from any concrete object or personal experience. Abstract information must somehow connect to a child's concrete experiences if it is to be meaningful. If there is little personal, concrete experience with which to connect, those abstractions become inert bits of data, unlikely to mobilize genuine interest or to generate comprehension of the objects and ideas they represent. Furthermore, making meaning of new experiences--and the ideas that grow out of them--requires quiet contemplation. By pumping information at children at phenomenal speed, the computer short-circuits that process. As social critic Theodore Roszak states in The Cult of Information, "An excess of information may actually crowd out ideas, leaving the mind (young minds especially) distracted by sterile, disconnected facts, lost among the shapeless heaps of data."
This deluge of shapeless heaps of data caused the late social critic Marshall McLuhan to conclude that schools would have to become "recognized as civil defense against media fallout." McLuhan understood that the consumption and manipulation of symbolic, abstract information is not an adequate substitute for concrete, firsthand involvement with objects, people, nature, and community, for it ignores the child's primary educational need--to make meaning out of experience.
Simulation's Limits
Of course, computers can simulate experience. However, one of the byproducts of these simulations is the replacement of values inherent in real experience with a different set of abstract values that are compatible with the technological ideology. For example, "Oregon Trail," a computer game that helps children simulate the exploration of the American frontier, teaches students that the pioneers' success in crossing the Great Plains depended most decisively on managing their resources. This is the message implicit in the game's structure, which asks students, in order to survive, to make a series of rational, calculated decisions based on precise measurements of their resources. In other words, good pioneers were good accountants.
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