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The Computer Delusion
There is no good evidence that most uses of computers significantly improve
teaching and learning, yet school districts are cutting programs -- music, art,
physical education -- that enrich children's lives to make room for this dubious
nostrum, and the Clinton Administration has embraced the goal of "computers in every
classroom" with credulous and costly enthusiasm
by Todd Oppenheimer
IN 1922 Thomas Edison predicted that "the motion picture is destined to revolutionize
our educational system and ... in a few years it will supplant largely, if not
entirely, the use of textbooks." Twenty-three years later, in 1945, William Levenson,
the director of the Cleveland public schools' radio station, claimed that "the time
may come when a portable radio receiver will be as common in the classroom as is the
blackboard." Forty years after that the noted psychologist B. F. Skinner, referring
to the first days of his "teaching machines," in the late 1950s and early 1960s,
wrote, "I was soon saying that, with the help of teaching machines and programmed
instruction, students could learn twice as much in the same time and with the same effort
as in a standard classroom." Ten years after Skinner's recollections were published,
President Bill Clinton campaigned for "a bridge to the twenty-first century ...
where computers are as much a part of the classroom as blackboards." Clinton was not
alone in his enthusiasm for a program estimated to cost somewhere between
$40 billion and $100 billion over the next five years. Speaker of the House Newt Gingrich,
talking about computers to the Republican National Committee early this year, said,
"We could do so much to make education available twenty-four hours a day, seven days
a week, that people could literally have a whole different attitude toward learning."
If history really is repeating itself, the schools are in serious trouble. In Teachers and
Machines: The Classroom Use of Technology Since 1920 (1986), Larry Cuban, a
professor of education at Stanford University and a former school superintendent, observed
that as successive rounds of new technology failed their promoters' expectations, a
pattern emerged. The cycle began with big promises backed by the technology developers'
research. In the classroom, however, teachers never really embraced the new tools, and no
significant academic improvement occurred. This provoked consistent responses: the problem
was money, spokespeople argued, or teacher resistance, or the paralyzing school
bureaucracy. Meanwhile, few people questioned the technology advocates' claims. As results
continued to lag, the blame was finally laid on the machines. Soon schools were sold on
the next generation of technology, and the lucrative cycle started all over again.
Today's technology evangels argue that we've learned our lesson from past mistakes. As in
each previous round, they say that when our new hot technology -- the
computer -- is compared with yesterday's, today's is better. "It can do the same
things, plus," Richard Riley, the U.S. Secretary of Education, told me this spring.
How much better is it, really?
The promoters of
computers in schools again offer prodigious research showing improved academic achievement
after using their technology. The research has again come under occasional attack, but
this time quite a number of teachers seem to be
backing classroom technology.
In a poll taken early last year U.S. teachers ranked computer skills and media technology
as more "essential" than the study of European history, biology, chemistry, and
physics; than dealing with social problems such as drugs and family breakdown; than
learning practical job skills; and than reading modern American writers such as Steinbeck
and Hemingway or classic ones such as Plato and Shakespeare.
In keeping with these views New Jersey cut state aid to a number of school districts this
past year and then spent $10 million on classroom computers. In Union City, California, a
single school district is spending $27 million to buy new gear for a mere eleven schools.
The Kittridge Street Elementary School, in Los Angeles, killed its music program last year
to hire a technology coordinator; in Mansfield, Massachusetts, administrators dropped
proposed teaching positions in art, music, and physical education, and then spent $333,000
on computers; in one Virginia school the art room was turned into a computer laboratory.
(Ironically, a half dozen preliminary studies recently suggested that music and art
classes may build the physical size of a child's brain, and its powers for subjects such
as language, math, science, and engineering -- in one case far more than computer
work did.) Meanwhile, months after a New Technology High School opened in Napa,
California, where computers sit on every student's desk and all academic classes use
computers, some students were complaining of headaches, sore eyes, and wrist pain.
Throughout the country, as spending on technology increases, school book purchases are
stagnant. Shop classes, with their tradition of teaching children building skills with
wood and metal, have been almost entirely replaced by new "technology education
programs." In San Francisco only one public school still offers a full shop
program -- the lone vocational high school. "We get kids who don't know the
difference between a screwdriver and a ball peen hammer," James Dahlman, the school's
vocational-department chair, told me recently. "How are they going to make a career
choice? Administrators are stuck in this mindset that all kids will go to a four-year
college and become a doctor or a lawyer, and that's not true. I know some who went to
college, graduated, and then had to go back to technical school to get a job." Last
year the school superintendent in Great Neck, Long Island, proposed replacing elementary
school shop classes with computer classes and training the shop teachers as computer
coaches. Rather than being greeted with enthusiasm, the proposal provoked a backlash.
Interestingly, shop classes and field trips are two programs that the National Information
Infrastructure Advisory Council, the Clinton Administration's technology task force,
suggests reducing in order to shift resources into computers. But are these results what
technology promoters really intend?" You need to apply common sense," Esther
Dyson, the president of EDventure Holdings and one of the task force's leading school
advocates, told me recently. "Shop with a good teacher probably is worth more than
computers with a lousy teacher. But if it's a poor program, this may provide a good excuse
for cutting it. There will be a lot of trials and errors with this. And I don't know how
to prevent those errors."
The issue, perhaps, is the magnitude of the errors. Alan Lesgold, a professor of
psychology and the associate director of the Learning Research and Development Center at
the University of Pittsburgh, calls the computer an "amplifier," because it
encourages both enlightened study practices and thoughtless ones. There's a real risk,
though, that the thoughtless practices will dominate, slowly dumbing down huge numbers of
tomorrow's adults. As Sherry Turkle, a professor of the sociology of science at the
Massachusetts Institute of Technology and a longtime observer of children's use of
computers, told me, "The possibilities of using this thing poorly so outweigh the
chance of using it well, it makes people like us, who are fundamentally optimistic about
computers, very reticent."
Perhaps the best way to separate fact from fantasy is to take supporters' claims about
computerized learning one by one and compare them with the evidence in the academic
literature and in the everyday
experiences I have observed or heard about in a variety of classrooms.
Five main arguments underlie the campaign to computerize our nation's schools.
- Computers improve both teaching practices and student achievement.
- Computer literacy should be taught as early as possible; otherwise students will be left
behind.
- To make tomorrow's work force competitive in an increasingly high-tech world, learning
computer skills must be a priority.
- Technology programs leverage support from the business community -- badly needed
today because schools are increasingly starved for funds.
- Work with computers -- particularly using the Internet -- brings students
valuable connections with teachers, other schools and students, and a wide network of
professionals around the globe. These connections spice the school day with a sense of
real-world relevance, and broaden the educational community.
"The Filmstrips of the 1990s"
CLINTON's vision of computerized classrooms arose partly out of the findings of the
presidential task force -- thirty-six leaders from industry, education, and several
interest groups who have guided the Administration's push to get computers into the
schools. The report of the task force, "Connecting K-12 Schools to the Information
Superhighway" (produced by the consulting firm McKinsey & Co.), begins by citing
numerous studies that
have apparently proved that computers enhance student achievement significantly. One
"meta-analysis" (a study that reviews other studies -- in this case 130 of
them) reported that computers had improved performance in "a wide range of subjects,
including language arts, math, social studies and science." Another found improved
organization and focus in students' writing. A third cited twice the normal gains in math
skills. Several schools boasted of greatly improved attendance.
Unfortunately, many of these studies are more anecdotal than conclusive. Some, including a
giant, oft-cited meta-analysis of 254 studies, lack the necessary scientific controls to
make solid conclusions possible. The circumstances are artificial and not easily repeated,
results aren't statistically reliable, or, most frequently, the studies did not control
for other influences, such as differences between teaching methods. This last factor is
critical, because computerized learning inevitably forces teachers to adjust their
style -- only sometimes for the better. Some studies were industry-funded, and thus
tended to publicize mostly positive findings. "The research is set up in a way to
find benefits that aren't really there," Edward Miller, a former editor of the Harvard
Education Letter, says. "Most knowledgeable people agree that most of the
research isn't valid. It's so flawed it shouldn't even be called research. Essentially,
it's just worthless." Once the faulty studies are weeded out, Miller says, the ones
that remain "are inconclusive" -- that is, they show no significant change
in either direction. Even Esther Dyson admits the studies are undependable. "I don't
think those studies amount to much either way," she says. "In this area there is
little proof."
Why are solid conclusions so elusive? Look at Apple Computer's "Classrooms of
Tomorrow," perhaps the most widely studied effort to teach using computer technology.
In the early 1980s Apple shrewdly realized that donating computers to schools might help
not only students but also company sales, as Apple's ubiquity in classrooms turned legions
of families into Apple loyalists. Last year, after the San Jose Mercury News
(published in Apple's Silicon Valley home) ran a series questioning the effectiveness of
computers in schools, the paper printed an opinion-page response from Terry Crane, an
Apple vice-president. "Instead of isolating students," Crane wrote,
"technology actually encouraged them to collaborate more than in traditional
classrooms. Students also learned to explore and represent information dynamically and
creatively, communicate effectively about complex processes, become independent learners
and self-starters and become more socially aware and confident."
Crane didn't mention that after a decade of effort and the donation of equipment worth
more than $25 million to thirteen schools, there is scant evidence of greater student
achievement. To be fair, educators on both sides of the computer debate acknowledge that
today's tests of student achievement are shockingly crude. They're especially weak in
measuring intangibles such as enthusiasm and self-motivation, which do seem evident in
Apple's classrooms and other computer-rich schools. In any event, what is fun and what is
educational may frequently be at odds. "Computers in classrooms are the filmstrips of
the 1990s," Clifford Stoll, the author of Silicon
Snake Oil: Second Thoughts on the Information Highway (1995), told The New York
Times last year, recalling his own school days in the 1960s. "We loved them
because we didn't have to think for an hour, teachers loved them because they didn't have
to teach, and parents loved them because it showed their schools were high-tech. But no
learning happened."
Stoll somewhat overstates the case -- obviously, benefits can come from strengthening
a student's motivation. Still, Apple's computers may bear less responsibility for that
change than Crane suggests. In the beginning, when Apple did little more than dump
computers in classrooms and homes, this produced no real results, according to Jane David,
a consultant Apple hired to study its classroom initiative. Apple quickly learned that
teachers needed to change their classroom approach to what is commonly called
"project-oriented learning." This is an increasingly popular teaching method, in
which students learn through doing and teachers act as facilitators or partners rather
than as didacts. (Teachers sometimes refer to this approach, which arrived in classrooms
before computers did, as being "the guide on the side instead of the sage on the
stage.") But what the students learned "had less to do with the computer and
more to do with the teaching," David concluded. "If you took the computers out,
there would still be good teaching there." This story is heard in school after
school, including two impoverished schools -- Clear View Elementary School, in
southern California, and the Christopher Columbus middle school, in New Jersey --
that the Clinton Administration has loudly celebrated for turning themselves around with
computers. At Christopher Columbus, in fact, students' test scores rose before computers
arrived, not afterward, because of relatively basic changes:longer class periods, new
books, after-school programs, and greater emphasis on student projects and collaboration.
During recent visits to some San Francisco-area schools I could see what it takes for
students to use computers properly, and why most don't.
On a bluff south of downtown San Francisco, in the middle of one of the city's
lower-income neighborhoods, Claudia Schaffner, a tenth-grader, tapped away at a multimedia
machine in a computer lab at Thurgood Marshall Academic High School, one of half a dozen
special technology schools in the city. Schaffner was using a physics program to simulate
the trajectory of a marble on a small roller coaster. "It helps to visualize it
first, like 'A is for Apple' with kindergartners," Schaffner told me, while mousing
up and down the virtual roller coaster. "I can see how the numbers go into
action." This was lunch hour, and the students' excitement about what they can do in
this lab was palpable. Schaffner could barely tear herself away. "I need to go eat
some food," she finally said, returning within minutes to eat a rice dish at the
keyboard.
Schaffner's teacher is Dennis Frezzo, an electrical-engineering graduate from the
University of California at Berkeley. Despite his considerable knowledge of computer
programming, Frezzo tries to keep classwork focused on physical projects. For a mere
$8,000, for example, several teachers put together a multifaceted robotics lab, consisting
of an advanced Lego engineering kit and twenty-four old 386-generation computers. Frezzo's
students used these materials to build a tiny electric car, whose motion was to be
triggered by a light sensor. When the light sensor didn't work, the students figured out
why. "That's a real problem -- what you'd encounter in the real world,"
Frezzo told me. "I prefer they get stuck on small real-world problems instead of big
fake problems" -- like the simulated natural disasters that fill one popular
educational game. "It's sort of the Zen approach to education," Frezzo said.
"It's not the big problems. Isaac Newton already solved those. What come up in life
are the little ones."
It's one thing to confront technology's complexity at a high school -- especially one
that's blessed with four different computer labs and some highly skilled teachers like
Frezzo, who know enough, as he put it, "to keep computers in their place." It's
quite another to grapple with a high-tech future in the lower grades, especially at
everyday schools that lack special funding or technical support. As evidence, when U.S.
News & World Report published a cover story last fall on schools that make
computers work, five of the six were high schools -- among them Thurgood Marshall.
Although the sixth was an elementary school, the featured program involved children with
disabilities -- the one group that does show consistent benefits from computerized
instruction.
Artificial ExperienceCONSIDER the scene at one elementary
school, Sanchez, which sits on the edge of San Francisco's Latino community. For several
years Sanchez, like many other schools, has made do with a roomful of basic Apple IIes.
Last year, curious about what computers could do for youngsters, a local entrepreneur
donated twenty costly Power Macintoshes -- three for each of five classrooms, and one
for each of the five lucky teachers to take home. The teachers who got the new machines
were delighted. "It's the best thing we've ever done," Adela Najarro, a
third-grade bilingual teacher, told me. She mentioned one boy, perhaps with a learning
disability, who had started to hate school. Once he had a computer to play with, she said,
"his whole attitude changed." Najarro is now a true believer, even when it comes
to children without disabilities. "Every single child," she said, "will do
more work for you and do better work with a computer. Just because it's on a monitor, kids
pay more attention. There's this magic to the screen."
Down the hall from Najarro's classroom her colleague Rose Marie Ortiz had a more troubled
relationship with computers. On the morning I visited, Ortiz took her bilingual
special-education class of second-, third-, and fourth-graders into the lab filled with
the old Apple IIes. The students look forward to this weekly expedition so much that Ortiz
gets exceptional behavior from them all morning. Out of date though these machines are,
they do offer a range of exercises, in subjects such as science, math, reading, social
studies, and problem solving. But owing to this group's learning problems and limited
English skills, math drills were all that Ortiz could give them. Nonetheless, within
minutes the kids were excitedly navigating their way around screens depicting floating
airplanes and trucks carrying varying numbers of eggs. As the children struggled, many
resorted to counting in whatever way they knew how. Some squinted at the screen,
painstakingly moving their fingers from one tiny egg symbol to the next. "Tres,
cuatro, cinco, seis ... ," one little girl said loudly, trying to hear
herself above her counting neighbors. Another girl kept a piece of paper handy, on which
she marked a line for each egg. Several others resorted to the slow but tried and
true -- their fingers. Some just guessed. Once the children arrived at answers,
they frantically typed them onto the screen, hoping it would advance to something fun, the
way Nintendos, Game Boys, and video-arcade games do. Sometimes their answers were right,
and the screen did advance; sometimes they weren't; but the children were rarely
discouraged. As schoolwork goes, this was a blast.
"It's highly motivating for them," Ortiz said as she rushed from machine to
machine, attending not to math questions but to computer glitches. Those she couldn't fix
she simply abandoned. "I don't know how practical it is. You see," she said,
pointing to a girl counting on her fingers, "these kids still need the
hands-on" -- meaning the opportunity to manipulate physical objects such as
beans or colored blocks. The value of hands-on learning, child-development experts
believe, is that it deeply imprints knowledge into a young child's brain, by transmitting
the lessons of experience through a variety of sensory pathways. "Curiously
enough," the educational psychologist Jane Healy wrote in Endangered
Minds: Why Children Don't Think and What We Can Do About It (1990), "visual
stimulation is probably not the main access route to nonverbal reasoning. Body movements,
the ability to touch, feel, manipulate, and build sensory awareness of relationships in
the physical world, are its main foundations." The problem, Healy wrote, is that
"in schools, traditionally, the senses have had little status after
kindergarten."
Ortiz believes that the computer-lab time, brief as it is, dilutes her students' attention
to language. "These kids are all language-delayed," she said. Though only modest
sums had so far been spent at her school, Ortiz and other local teachers felt that the
push was on for technology over other scholastic priorities. The year before, Sanchez had
let its librarian go, to be replaced by a part-timer.
When Ortiz finally got the students rounded up and out the door, the kids were still
worked up. "They're never this wired after reading group," she said.
"They're usually just exhausted, because I've been reading with them, making them
write and talk." Back in homeroom Ortiz showed off the students' monthly handwritten
writing samples. "Now, could you do that on the computer?" she asked. "No,
because we'd be hung up on finding the keys." So why does Ortiz bother taking her
students to the computer lab at all? "I guess I come in here for the computer
literacy. If everyone else is getting it, I feel these kids should get it too."
Some computerized elementary school programs have avoided these pitfalls, but the record
subject by subject is mixed at best. Take writing, where by all accounts and by my own
observations the computer does encourage practice -- changes are easier to make on a
keyboard than with an eraser, and the lettering looks better. Diligent students use these
conveniences to improve their writing, but the less committed frequently get seduced by
electronic opportunities to make a school paper look snazzy. (The easy "cut and
paste"function in today's word-processing programs, for example, is apparently
encouraging many students to cobble together research materials without thinking them
through.) Reading programs get particularly bad reviews. One small but carefully
controlled study went so far as to claim that Reader Rabbit, a reading program now used in
more than 100,000 schools, caused students to suffer a 50 percent drop in creativity.
(Apparently, after forty-nine students used the program for seven months, they were no
longer able to answer open-ended questions and showed a markedly diminished ability to
brainstorm with fluency and originality.) What about hard sciences, which seem so well
suited to computer study? Logo, the high-profile programming language refined by Seymour
Papert and widely used in middle and high schools, fostered huge hopes of expanding
children's cognitive skills. As students directed the computer to build things, such as
geometric shapes, Papert believed, they would learn "procedural thinking,"
similar to the way a computer processes information. According to a number of studies,
however, Logo has generally failed to deliver on its promises. Judah Schwartz, a professor
of education at Harvard and a co-director of the school's Educational Technology Center,
told me that a few newer applications, when used properly, can dramatically expand
children's math and science thinking by giving them new tools to "make and explore
conjectures."Still, Schwartz acknowledges that perhaps "ninety-nine
percent" of the educational programs are "terrible, really terrible."
Even in success stories important caveats continually pop up. The best educational
software is usually complex -- most suited to older students and sophisticated
teachers. In other cases the schools have been blessed with abundance -- fancy
equipment, generous financial support, or extra teachers -- that is difficult if not
impossible to duplicate in the average school. Even if it could be duplicated, the
literature suggests, many teachers would still struggle with technology. Computers suffer
frequent breakdowns; when they do work, their seductive images often distract students
from the lessons at hand -- which many teachers say makes it difficult to build
meaningful rapport with their students.
With such a discouraging record of student and teacher performance with computers, why has
the Clinton Administration focused so narrowly on the hopeful side of the story? Part of
the answer may lie in the makeup of the Administration's technology task force. Judging
from accounts of the task force's deliberations, all thirty-six members are unequivocal
technology advocates. Two thirds of them work in the high-tech and entertainment
industries. The effect of the group's tilt can be seen in its report. Its introduction
adopts the authoritative posture of impartial fact-finder, stating that "this report
does not attempt to lay out a national blueprint, nor does it recommend specific public
policy goals." But it comes pretty close. Each chapter describes various strategies
for getting computers into classrooms, and the introduction acknowledges that "this
report does not evaluate the relative merits of competing demands on educational funding
(e.g., more computers versus smaller class sizes)."
When I spoke with Esther Dyson and other task-force members about what discussion the
group had had about the potential downside of computerized education, they said there
hadn't been any. And when I asked Linda Roberts, Clinton's lead technology adviser in the
Department of Education, whether the task force was influenced by any self-interest, she
said no, quite the opposite: the group's charter actually gave its members license to help
the technology industry directly, but they concentrated on schools because that's where
they saw the greatest need.
That sense of need seems to have been spreading outside Washington. Last summer a
California task force urged the state to spend $11 billion on computers in California
schools, which have struggled for years under funding cuts that have driven academic
achievement down to among the lowest levels in the nation. This task force, composed of
forty-six teachers, parents, technology experts, and business executives, concluded,
"More than any other single measure, computers and network technologies, properly
implemented, offer the greatest potential to right what's wrong with our public
schools." Other options mentioned in the group's report -- reducing class size,
improving teachers' salaries and facilities, expanding hours of instruction -- were
considered less important than putting kids in front of computers.
"Hypertext Minds"
TODAY'S parents, knowing firsthand how families were burned by television's false
promises, may want some objective advice about the age at which their children should
become computer literate. Although there are no real guidelines, computer boosters send
continual messages that if children don't begin early, they'll be left behind. Linda
Roberts thinks that there's no particular minimum age -- and no maximum number of
hours that children should spend at a terminal. Are there examples of excess? "I
haven't seen it yet," Roberts told me with a laugh. In schools throughout the country
administrators and teachers demonstrate the same excitement, boasting about the wondrous
things that children of five or six can do on computers: drawing, typing, playing with
elementary science simulations and other programs called "educational games."
The schools' enthusiasm for these activities is not universally shared by specialists in
childhood development. The doubters' greatest concern is for the very young --
preschool through third grade, when a child is most impressionable. Their apprehension
involves two main issues.
First, they consider it important to give children a broad base -- emotionally,
intellectually, and in the five senses -- before introducing something as technical
and one-dimensional as a computer. Second, they believe that the human and physical world
holds greater learning potential.
The importance of a broad base for a child may be most apparent when it's missing. In Endangered
Minds, Jane Healy wrote of an English teacher who could readily tell which of her
students' essays were conceived on a computer. "They don't link ideas," the
teacher says. "They just write one thing, and then they write another one, and they
don't seem to see or develop the relationships between them." The problem, Healy
argued, is that the pizzazz of computerized schoolwork may hide these analytical gaps,
which "won't become apparent until [the student] can't organize herself around a
homework assignment or a job that requires initiative. More commonplace activities, such
as figuring out how to nail two boards together, organizing a game ... may actually
form a better basis for real-world intelligence."
Others believe they have seen computer games expand children's imaginations. High-tech
children "think differently from the rest of us," William D. Winn, the director
of the Learning Center at the University of Washington's Human Interface Technology
Laboratory, told Business Week in a recent cover story on the benefits of computer
games. "They develop hypertext minds. They leap around. It's as though their
cognitive strategies were parallel, not sequential." Healy argues the opposite. She
and other psychologists think that the computer screen flattens information into narrow,
sequential data. This kind of material, they believe, exercises mostly one half of the
brain -- the left hemisphere, where primarily sequential thinking occurs. The
"right brain" meanwhile gets short shrift -- yet this is the hemisphere
that works on different kinds of information simultaneously. It shapes our multi-faceted
impressions, and serves as the engine of creative analysis.
Opinions diverge in part because research on the brain is still so sketchy, and computers
are so new, that the effect of computers on the brain remains a great mystery. "I
don't think we know anything about it," Harry Chugani, a pediatric neurobiologist at
Wayne State University, told me. This very ignorance makes skeptics wary. "Nobody
knows how kids' internal wiring works," Clifford Stoll wrote in Silicon Snake Oil,
"but anyone who's directed away from social interactions has a head start on turning
out weird.... No computer can teach what a walk through a pine forest feels like.
Sensation has no substitute."
This points to the conservative developmentalists' second concern: the danger that even if
hours in front of the screen are limited, unabashed enthusiasm for the computer sends the
wrong message: that the mediated world is more significant than the real one. "It's
like TV commercials," Barbara Scales, the head teacher at the Child Study Center at
the University of California at Berkeley, told me. "Kids get so hyped up, it can
change their expectations about stimulation, versus what they generate themselves."
In Silicon Snake Oil, Michael Fellows, a computer scientist at the University of
Victoria, in British Columbia, was even blunter. "Most schools would probably be
better off if they threw their computers into the Dumpster."
Faced with such sharply contrasting viewpoints, which are based on such uncertain ground,
how is a responsible policymaker to proceed? "A prudent society controls its own
infatuation with 'progress' when planning for its young," Healy argued in Endangered
Minds.
Unproven technologies ... may offer lively visions, but they can also be
detrimental to the development of the young plastic brain. The cerebral cortex is a
wondrously well-buffered mechanism that can withstand a good bit of well-intentioned
bungling. Yet there is a point at which fundamental neural substrates for reasoning may be
jeopardized for children who lack proper physical, intellectual, or emotional nurturance.
Childhood -- and the brain -- have their own imperatives. In development, missed
opportunities may be difficult to recapture.
The problem is that technology leaders rarely include these or other warnings in their
recommendations. When I asked Dyson why the Clinton task force proceeded with such fervor,
despite the classroom computer's shortcomings, she said, "It's so clear the world is
changing."
Real Job Training
IN the past decade, according to the presidential task force's report, the number of jobs
requiring computer skills has increased from 25 percent of all jobs in 1983 to 47 percent
in 1993. By 2000, the report estimates, 60 percent of the nation's jobs will demand these
skills -- and pay an average of 10 to 15 percent more than jobs involving no computer
work. Although projections of this sort are far from reliable, it's a safe bet that
computer skills will be needed for a growing proportion of tomorrow's work force. But what
priority should these skills be given among other studies?
Listen to Tom Henning, a physics teacher at Thurgood Marshall, the San Francisco
technology high school. Henning has a graduate degree in engineering, and helped to found
a Silicon Valley company that manufactures electronic navigation equipment. "My bias
is the physical reality," Henning told me, as we sat outside a shop where he was
helping students to rebuild an old motorcycle. "I'm no technophobe. I can program
computers." What worries Henning is that computers at best engage only two senses,
hearing and sight -- and only two-dimensional sight at that. "Even if
they're doing three-dimensional computer modeling, that's still a two-D replica of a
three-D world. If you took a kid who grew up on Nintendo, he's not going to have the
necessary skills. He needs to have done it first with Tinkertoys or clay, or carved it out
of balsa wood." As David Elkind, a professor of child development at Tufts
University, puts it, "A dean of the University of Iowa's school of engineering used
to say the best engineers were the farm boys," because they knew how machinery really
worked.
Surely many employers will disagree, and welcome the commercially applicable computer
skills that today's high-tech training can bring them. What's striking is how easy it is
to find other employers who share Henning's and Elkind's concerns.
Kris Meisling, a senior geological-research adviser for Mobil Oil, told me that
"people who use computers a lot slowly grow rusty in their ability to think."
Meisling's group creates charts and maps -- some computerized, some not -- to
plot where to drill for oil. In large one-dimensional analyses, such as sorting volumes of
seismic data, the computer saves vast amounts of time, sometimes making previously
impossible tasks easy. This lures people in his field, Meisling believes, into using
computers as much as possible. But when geologists turn to computers for
"interpretive" projects, he finds, they often miss information, and their
oversights are further obscured by the computer's captivating automatic design functions.
This is why Meisling still works regularly with a pencil and paper -- tools that,
ironically, he considers more interactive than the computer, because they force him to
think implications through.
"You can't simultaneously get an overview and detail with a computer," he says.
"It's linear. It gives you tunnel vision. What computers can do well is what can be
calculated over and over. What they can't do is innovation. If you think of some new way
to do or look at things and the software can't do it, you're stuck. So a lot of people
think, 'Well, I guess it's a dumb idea, or it's unnecessary.'"
I have heard similar warnings from people in other businesses, including high-tech
enterprises. A spokeswoman for Hewlett-Packard, the giant California computer-products
company, told me the company rarely hires people who are predominantly computer experts,
favoring instead those who have a talent for teamwork and are flexible and innovative.
Hewlett-Packard is such a believer in hands-on experience that since 1992 it has spent
$2.6 million helping forty-five school districts build math and science skills the
old-fashioned way -- using real materials, such as dirt, seeds, water, glass vials,
and magnets. Much the same perspective came from several recruiters in film and
computer-game animation. In work by artists who have spent a lot of time on computers
"you'll see a stiffness or a flatness, a lack of richness and depth," Karen
Chelini, the director of human resources for LucasArts Entertainment, George Lucas's
interactive-games maker, told me recently. "With traditional art training, you train
the eye to pay attention to body movement. You learn attitude, feeling, expression. The
ones who are good are those who as kids couldn't be without their sketchbook."
Many jobs obviously will demand basic computer skills if not sophisticated knowledge. But
that doesn't mean that the parents or the teachers of young students need to panic. Joseph
Weizenbaum, a professor emeritus of computer science at MIT, told the San Jose Mercury
News that even at his technology-heavy institution new students can learn all the
computer skills they need "in a summer." This seems to hold in the business
world, too. Patrick MacLeamy, an executive vice-president of Hellmuth Obata &
Kassabaum, the country's largest architecture firm, recently gave me numerous examples to
illustrate that computers pose no threat to his company's creative work. Although
architecture professors are divided on the value of computerized design tools, in
MacLeamy's opinion they generally enhance the process. But he still considers
"knowledge of the hands" to be valuable -- today's architects just
have to develop it in other ways. (His firm's answer is through building models.)
Nonetheless, as positive as MacLeamy is about computers, he has found the company's
two-week computer training to be sufficient. In fact, when he's hiring, computer skills
don't enter into his list of priorities. He looks for a strong character; an ability to
speak, write, and comprehend; and a rich education in the history of architecture.
The Schools that Business Built
NEWSPAPER financial sections carry almost daily pronouncements from the computer industry
and other businesses about their high-tech hopes for America's schoolchildren. Many of
these are joined to philanthropic commitments to helping schools make curriculum changes.
This sometimes gets businesspeople involved in schools, where they've begun to understand
and work with the many daunting problems that are unrelated to technology. But if business
gains too much influence over the curriculum, the schools can become a kind of corporate
training center -- largely at taxpayer expense.
For more than a decade scholars and government commissions have criticized the increasing
professionalization of the college years -- frowning at the way traditional liberal
arts are being edged out by hot topics of the moment or strictly business-oriented
studies. The schools' real job, the technology critic Neil Postman argued in his book The End of
Education (1995), is to focus on "how to make a life, which is quite
different from how to make a living." Some see the arrival of boxes of computer
hardware and software in the schools as taking the commercial trend one step further, down
into high school and elementary grades. "Should you be choosing a career in
kindergarten?" asks Helen Sloss Luey, a social worker and a former president of San
Francisco's Parent Teacher Association. "People need to be trained to learn and
change, while education seems to be getting more specific."
Indeed it does. The New Technology High School in Napa (the school where a computer sits
on every student's desk) was started by the school district and a consortium of more than
forty businesses. "We want to be the school that business built," Robert Nolan,
a founder of the school, told me last fall. "We wanted to create an environment that
mimicked what exists in the high-tech business world." Increasingly, Nolan explained,
business leaders want to hire people specifically trained in the skill they need. One of
Nolan's partners, Ted Fujimoto, of the Landmark Consulting Group, told me that instead of
just asking the business community for financial support, the school will now undertake a
trade: in return for donating funds, businesses can specify what kinds of employees they
want -- "a two-way street." Sometimes the traffic is a bit heavy in one
direction. In January, The New York Times published a lengthy education supplement
describing numerous examples of how business is increasingly dominating school software
and other curriculum materials, and not always toward purely educational goals.
People who like the idea that their taxes go to computer training might be surprised at
what a poor investment it can be. Larry Cuban, the Stanford education professor, writes
that changes in the classroom for which business lobbies rarely hold long-term value.
Rather, they're often guided by labor-market needs that turn out to be transitory; when
the economy shifts, workers are left unprepared for new jobs. In the economy as a whole,
according to a recent story in The New York Times, performance trends in our
schools have shown virtually no link to the rises and falls in the nation's measures of
productivity and growth. This is one reason that school traditionalists push for broad
liberal-arts curricula, which they feel develop students' values and intellect, instead of
focusing on today's idea about what tomorrow's jobs will be.
High-tech proponents argue that the best education software does develop flexible business
intellects. In the Business Week story on computer games, for example, academics
and professionals expressed amazement at the speed, savvy, and facility that young
computer jocks sometimes demonstrate. Several pointed in particular to computer
simulations, which some business leaders believe are becoming increasingly important in
fields ranging from engineering, manufacturing, and troubleshooting to the tracking of
economic activity and geopolitical risk. The best of these simulations may be valuable,
albeit for strengthening one form of thinking. But the average simulation program may be
of questionable relevance.
Sherry Turkle, the sociology professor at MIT, has studied youngsters using computers for
more than twenty years. In her book Life on the
Screen: Identity in the Age of the Internet (1995) she described a disturbing
experience with a simulation game called SimLife. After she sat down with a
thirteen-year-old named Tim, she was stunned at the way
Tim can keep playing even when he has no idea what is driving events. For example, when
his sea urchins become extinct, I ask him why.
Tim: "I don't know, it's just something that happens."
ST: "Do you know how to find out why it happened?"
Tim: "No."
ST: "Do you mind that you can't tell why?"
Tim: "No. I don't let things like that bother me. It's not what's important."
Anecdotes like this lead some educators to worry that as children concentrate on how to
manipulate software instead of on the subject at hand, learning can diminish rather than
grow. Simulations, for example, are built on hidden assumptions, many of which are
oversimplified if not highly questionable. All too often, Turkle wrote recently in The
American Prospect, "experiences with simulations do not open up questions but
close them down." Turkle's concern is that software of this sort fosters passivity,
ultimately dulling people's sense of what they can change in the world. There's a
tendency, Turkle told me, "to take things at 'interface' value."Indeed, after
mastering SimCity, a popular game about urban planning, a tenth-grade girl boasted to
Turkle that she'd learned the following rule: "Raising taxes always leads to
riots."
The business community also offers tangible financial support, usually by donating
equipment. Welcome as this is, it can foster a high-tech habit. Once a school's computer
system is set up, the companies often drop their support. This saddles the school with
heavy long-term responsibilities: maintenance of the computer network and the need for
constant software upgrades and constant teacher training -- the full burden of which
can cost far more than the initial hardware and software combined. Schools must then look
for handouts from other companies, enter the grant-seeking game, or delicately go begging
in their own communities. "We can go to the well only so often," Toni-Sue
Passantino, the principal of the Bayside Middle School, in San Mateo, California, told me
recently. Last year Bayside let a group of seventh- and eighth-graders spend eighteen
months and countless hours creating a rudimentary virtual-reality program, with the
support of several high-tech firms. The companies' support ended after that period,
however -- creating a financial speed bump of a kind that the Rand Corporation noted
in a report to the Clinton Administration as a common obstacle.
School administrators may be outwardly excited about computerized instruction, but they're
also shrewdly aware of these financial challenges. In March of last year, for instance,
when California launched its highly promoted "NetDay '96" (a campaign to wire
12,000 California schools to the Internet in one day), school participation was far below
expectations, even in technology-conscious San Francisco. In the city papers school
officials wondered how they were supposed to support an Internet program when they didn't
even have the money to repair crumbling buildings, install electrical outlets, and hire
the dozens of new teachers recently required so as to reduce class size.
One way around the donation maze is to simplify: use inexpensive, basic software and
hardware, much of which is available through recycling programs. Such frugality can offer
real value in the elementary grades, especially since basic word-processing tools are most
helpful to children just learning to write. Yet schools, like the rest of us, can't resist
the latest toys. "A lot of people will spend all their money on fancy new equipment
that can do great things, and sometimes it just gets used for typing classes," Ray
Porter, a computer resource teacher for the San Francisco schools, told me recently.
"Parents, school boards, and the reporters want to see only razzle-dazzle
state-of-the-art."
Internet Isolation
IT is hard to visit a high-tech school without being led by a teacher into a room where
students are communicating with people hundreds or thousands of miles away -- over
the Internet or sometimes through video-conferencing systems (two-way TV sets that
broadcast live from each room). Video conferences, although fun, are an expensive way to
create classroom thrills. But the Internet, when used carefully, offers exciting academic
prospects -- most dependably, once again, for older students. In one case schools in
different states have tracked bird migrations and then posted their findings on the World
Wide Web, using it as their own national notebook. In San Francisco eighth-grade economics
students have E-mailed Chinese and Japanese businessmen to fulfill an assignment on what
it would take to build an industrial plant overseas. Schools frequently use the Web to
publish student writing. While thousands of self-published materials like these have
turned the Web into a worldwide vanity press, the network sometimes gives young writers
their first real audience.
The free nature of Internet information also means that students are confronted with
chaos, and real dangers. "The Net's beauty is that it's uncontrolled," Stephen
Kerr, a professor at the College of Education at the University of Washington and the
editor of Technology in the Future of Schooling (1996), told me. "It's
information by anyone, for anyone. There's racist stuff, bigoted, hate-group stuff, filled
with paranoia; bomb recipes; how to engage in various kinds of crimes, electronic and
otherwise; scams and swindles. It's all there. It's all available." Older students
may be sophisticated enough to separate the Net's good food from its poisons, but even the
savvy can be misled. On almost any subject the Net offers a plethora of seemingly sound
"research." But under close inspection much of it proves to be ill informed, or
just superficial. "That's the antithesis of what classroom kids should be exposed
to," Kerr said.
This makes traditionalists emphasize the enduring value of printed books, vetted as most
are by editing. In many schools, however, libraries are fairly limited. I now volunteer at
a San Francisco high school where the library shelves are so bare that I can see how the
Internet's ever-growing number of research documents, with all their shortcomings, can
sometimes be a blessing.
Even computer enthusiasts give the Net tepid reviews. "Most of the content on the Net
is total garbage," Esther Dyson acknowledges. "But if you find one good thing
you can use it a million times." Kerr believes that Dyson is being unrealistic.
"If you find a useful site one day, it may not be there the next day, or the
information is different. Teachers are being asked to jump in and figure out if what they
find on the Net is worthwhile. They don't have the skill or time to do that."
Especially when students rely on the Internet's much-vaunted search software. Although
these tools deliver hundreds or thousands of sources within seconds, students may not
realize that search engines, and the Net itself, miss important information all the time.
"We need less surfing in the schools, not more," David Gelernter, a
professor of computer science at Yale, wrote last year in The Weekly Standard.
"Couldn't we teach them to use what they've got before favoring them with three
orders of magnitude more?" In my conversations with Larry Cuban, of Stanford,
he argued, "Schooling is not about information. It's getting kids to think about
information. It's about understanding and knowledge and wisdom."
It may be that youngsters' growing fascination with the Internet and other ways to use
computers will distract from yet another of Clinton's education priorities: to build up
the reading skills of American children. Sherry Dingman, an assistant professor of
psychology at Marist College, in Poughkeepsie, New York, who is optimistic about many
computer applications, believes that if children start using computers before they have a
broad foundation in reading from books, they will be cheated out of opportunities to
develop imagination. "If we think we're going to take kids who haven't been read to,
and fix it by sitting them in front of a computer, we're fooling ourselves," Dingman
told me not long ago. This doesn't mean that teachers or parents should resort to books on
CD-ROM, which Dingman considers "a great waste of time," stuffing children's
minds with "canned" images instead of stimulating youngsters to create their
own. "Computers are lollipops that rot your teeth" is how Marilyn Darch, an
English teacher at Poly High School, in Long Beach, California, put it in Silicon Snake
Oil. "The kids love them. But once they get hooked.... It makes reading a book
seem tedious. Books don't have sound effects, and their brains have to do all the
work."
Computer advocates like to point out that the Internet allows for all kinds of
intellectual challenges -- especially when students use E-mail, or post notes in
"newsgroup" discussions, to correspond with accomplished experts. Such experts,
however, aren't consistently available. When they are, online "conversations"
generally take place when correspondents are sitting alone, and the dialogue lacks the
unpredictability and richness that occur in face-to-face discussions. In fact, when
youngsters are put into groups for the "collaborative" learning that computer
defenders celebrate, realistically only one child sits at the keyboard at a time. (During
my school visits children tended to get quite possessive about the mouse and the keyboard,
resulting in frustration and noisy disputes more often than collaboration.) In combination
these constraints lead to yet another of the childhood developmentalists'
concerns -- that computers encourage social isolation.
Just a Glamorous Tool
IT would be easy to characterize the battle over computers as merely another chapter in
the world's oldest story: humanity's natural resistance to change. But that does an
injustice to the forces at work in this transformation. This is not just the future versus
the past, uncertainty versus nostalgia; it is about encouraging a fundamental shift in
personal priorities -- a minimizing of the real, physical world in favor of an unreal
"virtual" world. It is about teaching youngsters that exploring what's on a
two-dimensional screen is more important than playing with real objects, or sitting down
to an attentive conversation with a friend, a parent, or a teacher. By extension, it means
downplaying the importance of conversation, of careful listening, and of expressing
oneself in person with acuity and individuality. In the process, it may also limit the
development of children's imaginations.
Perhaps this is why Steven Jobs, one of the founders of Apple Computer and a man who
claims to have "spearheaded giving away more computer equipment to schools than
anybody else on the planet," has come to a grim conclusion: "What's wrong with
education cannot be fixed with technology," he told Wired magazine last year.
"No amount of technology will make a dent.... You're not going to solve the problems
by putting all knowledge onto CD-ROMs. We can put a Web site in every school -- none
of this is bad. It's bad only if it lulls us into thinking we're doing something to solve
the problem with education." Jane David, the consultant to Apple, concurs, with a
commonly heard caveat. "There are real dangers," she told me, "in looking
to technology to be the savior of education. But it won't survive without the
technology."
Arguments like David's remind Clifford Stoll of yesteryear's promises about television. He
wrote in Silicon Snake Oil,
"Sesame Street"... has been around for twenty years. Indeed, its idea of
making learning relevant to all was as widely promoted in the seventies as the Internet is
today.
So where's that demographic wave of creative and brilliant students now entering college?
Did kids really need to learn how to watch television? Did we inflate their expectations
that learning would always be colorful and fun?
Computer enthusiasts insist that the computer's "interactivity" and
multimedia features make this machine far superior to television. Nonetheless, Stoll
wrote,
I see a parallel between the goals of "Sesame Street" and those of children's
computing. Both are pervasive, expensive and encourage children to sit still. Both display
animated cartoons, gaudy numbers and weird, random noises.... Both give the sensation that
by merely watching a screen, you can acquire information without work and without
discipline.
As the technology critic Neil Postman put it to a Harvard electronic-media conference,
"I thought that television would be the last great technology that people would go
into with their eyes closed. Now you have the computer."
The solution is not to ban computers from classrooms altogether. But it may be to ban
federal spending on what is fast becoming an overheated campaign. After all, the private
sector, with its constant supply of used computers and the computer industry's vigorous
competition for new customers, seems well equipped to handle the situation. In fact, if
schools can impose some limits -- on technology donors and on themselves --
rather than indulging in a consumer frenzy, most will probably find themselves with more
electronic gear than they need. That could free the billions that Clinton wants to devote
to technology and make it available for impoverished fundamentals: teaching solid skills
in reading, thinking, listening, and talking; organizing inventive field trips and other
rich hands-on experiences; and, of course, building up the nation's core of knowledgeable,
inspiring teachers. These notions are considerably less glamorous than computers are, but
their worth is firmly proved through a long history.
Last fall, after the school administrators in Mansfield, Massachusetts, had eliminated
proposed art, music, and physical-education positions in favor of buying computers,
Michael Bellino, an electrical engineer at Boston University's Center for Space Physics,
appeared before the Massachusetts Board of Education to protest. "The purpose of the
schools [is] to, as one teacher argues, 'Teach carpentry, not hammer,'" he testified.
"We need to teach the whys and ways of the world. Tools come and tools go. Teaching
our children tools limits their knowledge to these tools and hence limits their
futures."
Illustrations by Mark Fredrickson
Copyright © 1997 by The Atlantic Monthly Company. All rights
reserved.
The Atlantic Monthly; July 1997; The Computer Delusion; Volume 280, No. 1; pages 45-62.
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