Professional Documents
Culture Documents
The topic of education has been at the forefront of national news for
sometime now. During this year’s gubernatorial election in Texas, for example,
every candidate addressed the issue, focusing on the need to improve public
schools. Today, more than ever before, it is critical that this country and each
school district evaluate the methodologies used in the classroom. The influence
of a richly visual and entertaining world places new demands on teachers as they
must compete with the high level of stimulus students receive from watching
environments. Traditional models of education that call for extensive reading are
alike, and while many students are adept at using computers and other electronic
devices, many school systems are simply incorporating technology into the
and to access information on the Internet. Beginning with the assumption that
some schools do not use technology to its greatest potential in the classroom,
and taking into consideration the idea that students are learning differently
because of the influence of technology and visual culture, one must ask what
teaching methods will best prepare students for the ever increasing rapid pace of
life in the future. How can technology assist the learning process in such an
environment? Clearly, we cannot know with certainty what the future holds, but I
think we can assume that certain mental habits such as focused attention, mental
agility, as well as creative decision making and collaboration will be required for
Survival is the central focus for animals, and since humans are part of the
animal kingdom, they, too, are concerned with matters of survival. Animals must
survive in their environment: they must forge or hunt for food; they must defend
and protect their young. Adequate food and water supply is the most basic need
for survival in the wild. Without this, an animal dies. If that supply is diminished,
animals often migrate to a different location to find resources. This requires that
they learn rapidly about new environments; they are driven by this most basic
need to enter into the unknown. For example, the Meerkat living in the Kalahari
desert in Africa often move to new mounds when the food supply is diminished in
the old one. They do this by instinct. In any environment, these animals are
highly focused and keenly aware of their surroundings because they must be
attuned to hidden sources of water or food, and they must protect themselves
and their young from predators. This heightened sense of awareness driven by
the basic physiological need for sustenance is critical to survival in their ever-
changing environment.
While most students are not faced with such dire circumstances as a lack
of food or water, nor are they faced with annihilation by a predator, they do face
similar circumstances in that they must rely on a sound yet flexible internal
system that will enable them to be successful in their environments. Moving into
any new situation requires a learning process that enables the student to assess
the situation quickly, make mental note of differences and similarities from
previous models and decide on a course of action. Like the animal, students
face complex situations in daily life that require them to shift and change rapidly.
Opinion: Using Technology to Improve the Classroom Experience 3
because of the rich visual and auditory stimulation they receive on a daily basis
from computers and television, then can reading, writing and discussion really
prepare that student with the focused attention necessary for survival in a rapidly
changing world? Can the quiet, contemplative act of reading and writing really
classroom lecture and discussion really be entertaining enough for the person
commercials, both of which offer a high level of visual and mental stimulation?
This is not to say that reading will become an unnecessary skill or that classroom
create a mental habit that develops focus and rapid decision making abilities.
Most educators today agree that real learning takes place by doing or by
students learn by applying information in new and different ways. Young children
They vocalize the sounds of individual letters; they gain the requisite motor skills
to form those letters on paper; they learn how those letters sound in tandem with
one another to form words; and they learn how those words string together to
form sentences.
children have long since been speaking, an auditory and verbal skill developed
through interaction with others before they enter the world of formal education.
Opinion: Using Technology to Improve the Classroom Experience 4
understanding and new possibilities of interacting with the world. They provide a
foundation upon which new knowledge can be acquired. Yet, as children begin
focused attention and interest of a student who has been exposed to a rich
media world? Can a student maintain interest, for example, in history when the
short story or novel be meaningful and exciting enough to capture the student’s
imagination when explored through the lens of structure, form and elements of
may be difficult, however, for a student who has been exposed to a highly visual
and auditory environment to fully engage with the written texts of literature and
history in such a way that will be inviting enough for them to commit some level
sensibilities. If focused attention and mental agility are crucial habits necessary
for survival in the years to come, then perhaps much is to be gained by including
virtual environments that engage students in gaming situations where they must
interact within a pre-scripted context and make decisions that influence the
Clearly, watching young people play video games reveals their level of
focused attention. They are quietly engaged in a world of story that requires that
Opinion: Using Technology to Improve the Classroom Experience 5
they follow certain rules, make decisions, and then the game penalizes them if
they make mistakes. The process of making mistakes and learning what not to
do in order to proceed into higher levels in the game seems to be critical in the
gaming environment. When players make mistakes in a game, they lose points,
levels or tools, and they must replay that scenario again in order to regain their
status. This level of focused attention coupled with the concept of making
mistakes in an environment where the stakes are low seems a good model for
experiential and active learning within the classroom in many subject areas.
For example, in playing a game about The Odyssey, students might watch
After watching this, the students might read the passage in the book, followed by
They must remember that Odysseus dismantled the Cyclops power by gouging
the monster’s eye out, that he used the trick of “Nobody” to subvert the
monster’s plea for help, and that he and his men escaped by hiding underneath
the belly of the rams. Upon completion of this task, a teacher might lead a
conversation where he or she discusses the strategies used in the ploy. Then
students could create a new game within a virtual environment where they
One might assume that this new game, like the one about Odysseus,
programming, the student would simply choose from given characters and story
strategies and can apply those strategies in a different scenario. There could be
several “right” answers, and each of those answers would simulate a different
story.
Dennis Kratz of, Dean of the Arts & Humanities at the University of Texas at
Dallas, cites Odysseus as the best example of the new modern man. Dean Kratz
acknowledged this character’s unique storytelling abilities and asserted that this
skill will be requisite in the years to come. By engaging verbally, aurally, visually
and creatively with this story, students gain the skills that Odysseus himself
possessed. Namely, they begin to act upon the skill of strategically implementing
Instead of simply reading the poem, the students begin by watching the
short animated clip, and they become interested. They are engaged initially with
a medium that is both familiar and interesting to them. After they become
interested, then reading and discussion follow. In this way, both technology and
opportunity serves as a testing tool, and finally, the creative game creation allows
the students to use their knowledge in different settings with a variety of “right”
choices available. Through this process, students will not only remember the
story itself by having the character of Odysseus embedded in their memory, but
they will also possess a strategic skill that will enable them to better succeed in a
variety of settings. Thus, it seems, that this type of virtual “play” could enhance
jury, and various types of contest-like scenarios. In doing this, students learn
through active engagement and collaboration. However, the word “play” is not
often associated with the idea of learning. More often than not, learning is more
closely aligned with the term “work.” For example, teachers assign “homework.”
Students take exams in order to test the mastery of information; the level of
“work”, it seems, that places a certain degree of stress in the classroom that
any activity is often translated to signify something like “playing at” doing
seems to suggest a hard won effort that can be tedious and exhausting.
students are “playing at” a learning activity, they are relaxed, engaged and
having fun. With a relaxed mind, a student is more receptive and willing to
years offer the most valuable and available leisure time many people will have in
their lifetime, and therefore this time could be used to gain the optimal learning
In like manner, most young animals often have the leisure time to play and
frolic with one another since they do not yet have the responsibility or the
Opinion: Using Technology to Improve the Classroom Experience 8
necessary skills for hunting for their own food or protecting themselves. This
play, however, serves a larger purpose than just the activity itself. When small
animals engage in physical sparring with one another, they are essentially
rehearsing for potential conflict with predators. They build strength and motor
bond with their siblings and other members of their group. This bonding process
enables the individual members of the group to recognize and trust the other
members so they will all cooperate with one another in the daily tasks of finding
food and ensuring protection. For example, the Meerkat band together in
“mobs.” This group works together to dig their mounds, find small insects for
food and protect their young. This ability to collectively engage with one another
offers a higher potential for the survival of both the individual Meerkat and the
species as a whole.
Effective collaboration is also a skill that students will need in life, and the
classroom can serve as the perfect theater in which students can actively engage
current test taking model, upon which final performance is assessed, students
work individually, teachers encourage them not to “cheat,” and test moderators
canvas the room to ensure that students eyes are stoically focused on their own
work. This model seems to enable the students who are better test takers to be
the ones who rise to the top. Those who are poor test takers sink to the bottom,
Opinion: Using Technology to Improve the Classroom Experience 9
and their intellectual capabilities are often overlooked. There might be many
reasons why one student might be a better test taker than another, yet it seems
that this model fosters the idea that it is the individual alone who must excel.
collaboration skills in order to thrive. Technology has brought with it a need for
very simplistic example, one great mind could not conceive how to implement an
the system.
While any business leader knows that he or she will need many different
types of people with different skill sets to accomplish a job of this scope, many
people have not had the opportunity to “rehearse” for this intensive level of
department lines, some groups close down the information stream in order to
benefit their own group within the company. Rather than understanding the
dynamic of the whole and relating that to a cooperative effort, they see
themselves and their own group as in competition with others from the same
organization. This can result in inefficiencies and failures at all levels of the
company.
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education system has left people under-prepared for cooperation and teamwork.
Rather, it is to suggest that when people first begin working in the business
world, they may have been exposed only to cooperative learning through
activities such as sports, clubs, band, choir and other group-based organizations.
While in some classes students have the opportunity to work with others on
sciences) are students invited or encouraged to work with other members of their
remarks at the 2005 Games in Education Conference held in Los Angeles, Henry
Jenkins III, Director of the MIT department of Comparative Media Studies asserts
that the goal of some researchers in the field of educational gaming is to “engage
students more intensely in their real world environments and to tackle problems
(http://www.educationarcade.org/files/videos/conf2005/1-
(http://www.educationarcade.org/revolution)
This new method of learning the realities of pre-war America through a virtual
medium seems to support the idea that cooperative learning can be enhanced
through the use of technology, especially when considered in tandem with the
understanding that the imagination of many students has been informed by the
Even before the advent of television, film and the Internet, students learned
about history and literature through artworks they encountered in their school
textbook. For example, in Benjamin West’s Penn’s Treaty With the Indians,
the way the artist rendered the garments worn by both the colonists and the
natives. They could learn about the architecture of the day and the landscape of
the town. They might engage in a conversation about how the compositional
structure of the painting might imply the inevitable demise of the natives since
they are grouped together near the dark forest, or how the placement of the
Opinion: Using Technology to Improve the Classroom Experience 12
colonists near the open sea might suggest the white man’s capabilities of
exploration.
not new; it is just different. Early cave paintings reveal information about how the
people of that time experienced the daily activity of hunting. Ancient Roman and
Greek ruins unearth fragmented structures that were at one time fully operational
public spaces. Icons from the Middle Ages were used to instruct believers in the
Christian faith, and paintings from the Reformation period were often used as a
tool of the Catholic Church to reinforce their doctrines during a time when many
believers were drawn to the newly formed Protestant teachings. The paintings of
paintings were placed in venues, and the visual experience of those paintings
Clearly, the visual technology of any given time in history has been used
about colonial life by looking at a painting from that period is quite different than
watching a dramatic film or playing an interactive video game about the same
subject. Because moving images and virtual spaces more readily simulate
everyday experience, they have the potential to more actively engage the
viewer’s imagination and interest. Thus, since most students have been exposed
to such a vast variety of rich media, we can assume that their imaginations are
tuned differently than those who did not experience this type of stimulation. In
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light of this, educational methodologies that employ only reading, writing and
Yet, this can only be accomplished with by giving the student access to
technology, namely computers. As stated earlier, most school districts have had
that housed desktop computers were the norm. Students attended daily
sessions where they had opportunities to use the computer for a variety of tasks
student for a fee, especially students at the high school level, and they offer
wireless and open access to the Internet. This practice, it seems, may have
adept by the time they complete their studies. Most state standards now require
that each and every class somehow incorporate technological resources into
However valiant this goal, the idea of spending tax dollars to provide
laptop computers for students to use in the classroom and to take home seems
Internet within the classroom seems irresponsible. While it is clear that students
classroom, the answer is decidedly not to provide laptops with open Internet
access.
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I cite two reasons for my contention against providing laptops for every
student to use at will: first, laptops are more expensive than desktops, and the
within the classroom itself, there is no reason that they should need to take the
computer home.
classrooms I have visited are aesthetically unappealing with a sense of the past
lingering in the drabness of the walls. Desks are placed row by row, each
student facing the back of another. This is unsightly and ineffective when taken
the only interaction they will have. Group discussion requires that students see
one another. Many teachers have moved square tables and desks to facilitate a
seminar discussion group, and to some extent this has been adequate. But, if
we are really serious about fostering public education and including technology in
every classroom experience, perhaps there is a new model for the desk as well.
monitors and wireless keyboard storage at each student “location” along the desk
from which all activity would take place and be under the complete control of the
instructor. Essentially, students would “share” the software for gaming, word
envision these as monitors similar to the “dummy terminals” used by data entry
Opinion: Using Technology to Improve the Classroom Experience 15
operators in the days of the mainframe. Both the desk and the classroom itself
would be white for aesthetic purposes and have clean lines to avoid unnecessary
visual distractions. Each monitor setting need not be a stand-alone desktop unit
that must be individually maintained, but rather a portal for information for the
collaborative presentations and projects. With this type of desk design, students
would also be able to face one another while engaging in conversation. The
monitor could simply be stored when not in use, making the desk a contiguous
of the traditional desktop or laptop and this type of design since it has not been
developed. However, I speculate that the cost of both acquiring such equipment
would be less than or equivalent to the purchase of traditional units, and the cost
of maintaining them would be considerably less given the fact that there is only
one “real” computer per classroom and that the teacher controls the access to
the information.
social space and an easy means for all types of communication. When students
have open access, they have an open avenue for conversing with their friends,
which is what they would prefer to do over learning because the current model is
so boring. This type of interaction however great it is outside the classroom, can
avert the student’s attention to more pressing desires, such as uncovering the
Opinion: Using Technology to Improve the Classroom Experience 16
dramatic personal events so prevalent in teenage life, not to mention the vast
can hone their abilities to focus. Therefore, it seems more reasonable to provide
databases and learning tools like Blackboard. Teachers could have codes by
which they could control access to the Web. In this way, students do not have
access to information that does not pertain to the immediate learning experience.
They would be required to concentrate on the task at hand (and hopefully have
fun while doing it), which would then foster the much-needed skill of focused
attention.
In summary, as a culture, we are as yet not entirely clear about what skills
will be required for future survival. We can assume, however, with the certain
continuation of the rapid pace of information transfer, that students will at the
very least need to be able to have some level of focused attention during the
learning process.
While in their everyday life they have become avid users of technological
focus must be given to the experience at hand. Multi-tasking might take place
during a gaming situation, but the student could still be focused on the game
itself rather than chatting with friends, emailing and talking on cell phones. Like
the little Meerkat who is constantly aware of the sights and sounds of his
environment in order to shield himself from danger, students can gain the skill to
Opinion: Using Technology to Improve the Classroom Experience 17
direct their attention to the world, notice change and respond accordingly when
Also like the Meerkat who, as a group, assist one another in daily survival,
students who engage in cooperative learning activities will be rehearsing for the
realities of a world that will increasingly demand collaboration through the use of
by visual media and new technologies, creativity takes a leading role, as does
knowledge, for knowledge is limited to all we now know and understand, while