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From:
Kelly Pierce <[log in to unmask]>
Reply To:
VICUG-L: Visually Impaired Computer Users' Group List
Date:
Fri, 4 Jul 1997 13:43:25 -0500
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This article is from the current July issue of the Atlantic Monthly.  I 
share it in this space for those groups working on computer access 
projects in their local schools.  Realize that the only group of students 
to have documented evidence of a benifit of classroom computers is 
children with disabilities.

kelly 



   m_side picture 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
                                      
   Dangerous Policies
   I N 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"
                                      
   C LINTON'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.
   The digital experience
   
                           Artificial Experience
                                      
   C ONSIDER 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"
                                      
   T ODAY'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
                                      
   I N 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
                                      
   N EWSPAPER 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
                                      
   I T 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
                                      
   I T 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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