Technology Integration 1 Running head: TECHNOLOGY INTEGRATION Technology Integration in Educational Curricula Jessica Strahl (E19.2018.001.SU06): Integrating Media & Technology in the K-12 Curriculum: the Wiki August 3, 2006 Technology Integration 2 Technology Integration in Educational Curricula Pablo Picasso once said, "Computers are useless. They can only give you answers." In a sense, Picasso was right. Today, many people turn to computers to find answers. And find them quickly. Adults look online to see the latest news or calculate a mortgage loan, and they look to applications like MS Excel to figure out how well they’re sticking to their budgets. Children too, are using computers more and more. Students en masse are turning to the Internet to research their papers, making brick-and-mortar libraries almost obsolete. However, just because people may limit their interaction with technology doesn’t mean that technology doesn’t have more to offer. I suggest that technology, wisely integrated into a curriculum, can spark the imagination and evoke questions as well as answer questions. Analysis of how technology is integrated with curricula Ineffective technology integration To illustrate what I mean by technology that is “wisely integrated into a curriculum” it is helpful to provide some examples of technology integrated unwisely. Drill-and-kill exercises immediately come to mind. When using these applications, students sit in front of computer screens and answer a series of multiple-choice questions. They are either applauded for correct answers or admonished for entering an incorrect answer. School administrations buy these applications hoping they will reinforce learning and increase students’ standardized test scores. Unfortunately, these applications are often boring and promote little transferable understanding. As for increasing test scores, the success of drill-and-kill applications is still up for debate. When these drill-based applications are treated as entities separate from the rest of the curriculum, which is often the case, they become less likely to have the desired effect on student performance. Technology Integration 3 Assignments that don’t take into account students’ access to computers or their familiarity with the given technologies also display a poor use of technology. If a student is unfamiliar with the required technology or is bombarded with too much happening on the screen at once, he can face cognitive-overload or may simply lose sight of the purpose of the lesson. At best, technology that is unwisely integrated will have little positive effect on learning. At worst, it can have a negative impact on student learning. Effective technology integration As is often the case when trying to do things the right way, preparation and implementation is likely to take some extra effort, at least at first. This is particularly true for the many teachers and administrators who are still uncomfortable or unfamiliar with these new and changing technologies and teaching methods. The most important thing to remember when trying to integrate technology is the purpose of the lesson. If the technology is likely to obscure the intended goals and objectives then it shouldn’t be used. In fact, I feel it’s fair to say that the more bells and whistles a technology has the less effective it is likely to be. This is an especially important consideration when selecting educational software. Cognitive psychologists have done a great deal of research on how to effectively present educational material within multimedia environments. Based on this research they’ve determined several effects that impact an application’s educational impact. According to the coherence effect students who receive presentations without irrelevant sound and background music do better on transfer tests than students who receive presentation containing these irrelevant sounds (Meyer, 2003). The contiguity effect, modality effect, and redundancy effect, among others, also suggest Technology Integration 4 effective instructional design principles. When selecting educational software and websites, teachers and administrators should take these findings into consideration. Students should not be limited to learning from the creations of others. The article, “Computers as Mindtools for Engaging Learners in Critical Thinking,” suggests that technologies can be used as “knowledge construction tools that students learn with, not from,” and in serving this purpose the technology acts as a Mindtool. “Mindtools are computer applications that, when used by learners to represent what they know, necessarily engage them in critical thinking about the content they are studying (Jonassen, 1996).” While reflecting on my group’s documentary assignment I came to see how video production could be used as a Mindtool. This can be seen in the following blog post. [Our group] created our project for a 4th grade language arts class focusing on poetry. Given a prompt, "Last night I had the strangest dream...” the students were asked to write a poem that utilizes imagery. They would then take that poem and illustrate it in a video. The given prompt gives the students some direction while at the same time provoking their fantastical imaginations. By putting the poem to video students are forced to think about what their words mean to them. This doesn't limit their poems to concrete symbols, but instead gives them the opportunity to give their own abstract ideas a more concrete shape. … Video used in this way, is used as a Mindtool. Students are used to taking in the medium passively, but by taking control of its creation the students gain an understanding of how images are used to represent things and ideas (Strahl, 2006). WebQuests are another way of integrating technology to enhance learning. The WebQuest Page describes a WebQuest as Technology Integration 5 an inquiry-oriented activity in which most or all of the information used by learners is drawn from the Web. WebQuests are designed to use learners' time well, to focus on using information rather than looking for it, and to support learners' thinking at the levels of analysis, synthesis and evaluation (http://webquest.sdsu.edu/webquest.html). Bernie Dodge, one of the developers of the WebQuest model, suggests WebQuest include “a set of information sources needed to complete the [defined] task” (Dodge, 1997). This attribute is one of six that Dodge considers to be critical to WebQuests. The presence of these resources acts as a guide to students, helping them to develop the skills needed to analyze potential resources and effectively navigate the internet. Teachers can also retool a WebQuest assignment. By making the students’ the creators of the WebQuest the internet can be used as a MindTool. Completing the assignment would require critical analysis of the content in order to properly use it and integrate it within their project. To do this, teachers would need to provide a bank of sites relevant (perhaps some irrelevant) to the given topic. Then have the students design an appropriate WebQuest within the confines of the sites selected. This way, the Internet would act as a MindTool, still encouraging critical thinking, but would also provide enough structure so that the students are less likely to get lost in the web's sea of endless and frequently irrelevant information. (Strahl, 2006) I mentioned earlier that by treating drill-and-kill exercises as entities separate from the rest of the curriculum they become less likely to lead to academic improvement. The same can be said for any assignment. However, when students are made aware of links between their technology-based activities and the rest of a lesson or curriculum student understanding and transfer ability is likely to increase. Students may have watched a movie, created a webpage or Technology Integration 6 played a game. It doesn’t matter. Establishing links and reinforcing the connections is key to any well-planned curriculum. Benefits and drawbacks to technology integration In his article, “The Computer Delusion,” (1997) Todd Oppenheimer raises a number of concerns about technology in schools. He finds technology to be a waste of money, noting that the government pours billions of dollars into what Larry Cuban referred to as an endless cycle of educational technology failure. Oppenheimer is concerned that the emphasis on technology obscures the important points of students’ lessons. And he is also concerned that computer use dulls a person’s ability to think. These are only a few of his concerns regarding technology. Oppenheimer’s argument that funds are being wasted with an endless cycle of failure assumes an objective measure of education advancement exists. However, in the book, What video games have to teach us about learning and literacy, James Paul Gee questions the current emphasis placed on content. Gee discusses the value of playing video games and suggests schools change their focus from teaching content to teaching critical thinking and problem solving. If we follow Gee’s recommendations and move the emphasis away form content, we must then question if it even matters that technology in the classroom may obscure the content of the lesson. Gee would likely say the students’ interaction with the technology is more important than the content. Neil Postman, in Technopoly: the Surrender of Culture to Technology, explores technology’s effect on society as a whole. His concern centers on society’s unquestioning acceptance of technology. “The ways of technology, like G-d, are awesome and mysterious” (Postman). In the same way that people trust that G-d has a reason for everything, people also trust the creators of technology to have reasons for all that they do. The vast majority of people Technology Integration 7 never attempt to understand the intricacies of technology or the direction which it takes; instead they simply trust that those who advance technology have and will continue to make educated and ethical decisions. Postman sites changes in language as evidence of technology’s influence. Languages constantly adapt, changing meanings to accommodate the most current technology. Often, people are unaware that a change has even taken place, leaving them unaware of the circumstances that brought about these changes in the first place. Schools are also guilty of separating accepted fact from the context that has made them so. "To teach… what we know… today without also teaching what we once knew, or thought we knew, is to reduce knowledge to a mere consumer product" (Postman). Without understanding how current understanding came to be, students will be unable to see the bias inherent in all that they learn. Only by knowing the strengths and weakness of a given idea will be able to understand how to best use it. The warnings of Oppenheimer and Postman do give reason to be skeptical of technology in the classroom and in society as a whole. They do not, however, give sufficient reason to abandon technology all together. Instead they should prompt society to take a closer look at its interactions with technology. Students today are constantly surrounded by technology and inundated with subtle messages delivered through various medium. It would be irresponsible for educational institutions to dismiss this fact. Instead they need to accept it and provide curricula that teach students how to sort through the mixed messages and become discriminating consumers of the resources available to them. Only if educators and administrators come to accept responsibility for teaching children to make sense of their technology-driven world can we shift our focus to improving the Technology Integration educational systems in the areas which are failing children. Although teachers are already working toward a thoughtful integration of technology in the classroom, researchers have only begun to study technology’s impact on education. When more research findings are available teachers and administrators will be able to do integrate technology into the curriculum more effectively. 8 Technology Integration 9 References Dodge, B. (1997). Some thoughts about webquests. The WebQuest Page. Retrieved August 1, 2006 from http://webquest.sdsu.edu/about_webquests.html Gee, J. P. (2004). What video games have to teach us about learning and literacy (1st ed.). New York: Palgrave Macmillan. Jonassen, D.H., Carr, C., & Hsiu-Ping, Y. (1998). Computers as mindtools for engaging learners in critical thinking. TechTrends, 43(2), 24-32 Mayer, R. E. (2003). Theories of learning and their application to technology. In H. F. J. O'Neil, & R. S. Perez (Eds.), Technology applications in education: A learning view. (pp. 127-157). Lawrence Erlbaum Associates, Publishers, Mahwah, NJ: US. Oppenheimer, T. (1997). The computer delusion. The Atlantic Monthly; 280, 1; 45-64 Postman, N. (1992). Technopoly : The surrender of culture to technology (1st ed.). New York: Knopf. Site Overview. (2006) Retrieved August 2, 2006, from http://webquest.sdsu.edu/overview.htm Strahl, J. (2006), JLynn’s K12. Retrieved from http://www.jlynnk12.blogspot.com/