Educational Technology Yesterday, Today, and Tomorrow James Lehman Educational Technology Purdue University Educational Technology Past Today’s Lesson History Roots Educational technology as we know it today has roots in at least three once-separate disciplines: – Systematic instructional design – Educational media – Educational computing Most of this presentation centers on the latter, although they are intertwined. Educational Technology - Past Instructional Design Educational Media Educational Computing Instructional Design Roots Instructional design was founded on the pioneering work of individuals such as Edward L. Thorndike (at right). Thorndike developed one of the first “scientific” theories of learning. His was the original expression of the stimulus-response framework of learning that gave rise to behaviorism. Theoretical Perspectives The field has been influenced by three major theoretical perspectives over the last century: – Behaviorism – Cognitivism – Constructivism Although behaviorism came first, famous educator John Dewey, a contemporary of Thorndike, is often credited as the founder of constructivist thought in education. Designing Instruction The growing understanding of the process of human learning in the 20th century supported the notion that instruction could be systematically designed to produce learning. Concepts such as individualized instruction, instructional task analysis, and the use of objectives to describe what students should learn arose as early as the 1920s and 1930s. Shifting Paradigms The behavioral view of learning dominated instructional design through the 1940s and 1950s, particularly the influential work of B.F. Skinner. In the 1960s, the cognitive view of learning came to the forefront as work by people like Robert Gagné began to displace behavioral thinking. Shifting Paradigms In the 1980s, a constructivist perspective of learning began to exert significant influence on the field. Beginning then, more student-centered approaches, such as discovery learning, problem-based learning, situated cognition, and social learning became the subject of increasing attention in the field. Educational Media Roots Media have been of interest in education since the late 19th and early 20th centuries when visuals and real objects emerged as a way to help people learn. Educational Media Roots The training effort during World War II, and subsequent developments, helped to link instructional design with mediated and mechanical delivery systems. \WWII training relied heavily mediated instruction, a model for later education. Educational Media Roots Films, and later radio, TV, and computers were the object of much excitement because of the belief that media that could promote learning. However, until recently, all media were separately developed and managed. Educational Computing Roots Most developments in computing occurred in about the last half of the 20th century. However, precedents were set earlier. – Abacus, circa 3000 B.C. – Pascal’s adding machine, 1642 – Jacquard’s loom, 1801 – Babbage’s analytical engine, 1834 – Hollerith’s electric tabulator, 1889 Educational Computing Roots Early computers developed around the middle of the 20th century included: – ABC Computer, developed by Atanasoff and Berry at Iowa State – IBM/Harvard Mark I and II developed by Aiken – ENIAC, developed by Mauchly and Eckert at Pennsylvania – EDVAC, developed by von Neumann also at Penn – Colossus, a British computer secretly built during WWII to break German codes. – UNIVAC I, the first commercial computer ENIAC Computing - past First generation computers used vacuum tubes. The 2nd generation used transistors. The 3rd generation relied on integrated circuits. Today’s 4th generation models use very largescale integrated circuitry. Computing - past In 1971, Ted Hoff at Intel Corporation developed the first microprocessor, a computer on a single silicon chip. In 1972, handheld calculators began to appear, Pong - the first video game was invented, and Wang developed a word processing system. In 1973, Xerox PARC researchers invented the mouse and graphical user interface. Computing - past In 1975, a company called MITS began marketing the Altair personal computer kit. IBM introduced the laser printer. In 1977, led by upstart Apple Computer, the first ready-to-run personal computers were released. Microsoft was founded. In 1979, the first spreadsheet, Visicalc, was released and became the first “killer app” for personal computers. Computing - past In 1981, IBM made the movement “legitimate” by releasing the first IBM-PC. Microsoft, led by Bill Gates, was chosen to provide the operating system. In 1982, the computer was chosen Time Magazine “Man of the Year.” TCP/IP became the standard for ARPANET. In 1983, Apple released the Lisa. Though a commercial flop, it led to the subsequent Macintosh. Computing - past In 1984, Apple released the Macintosh computer with a now-famous Orwellian ad during the Super Bowl. The CD-ROM was developed by Sony and Philips. In 1985, Microsoft released the first version of Windows. In 1991, Tim Berners-Lee at CERN developed the World Wide Web. In 1992, Windows 3.1 was released. It established Windows as the dominant OS. Computing - past In 1993, Apple introduced the Newton, the first popular PDA. Mosaic, the first popular web browser, was released by NCSA. In 1994, Netscape’s first browser was released. In 1995, Windows 95 was released, completing Microsoft’s transition to a Mac-like GUI. In 1996, the number of Web hosts passed 10,000,000. In 2000, the number of Web hosts passed 100,000,000. Education - past The first experiments in the use of computers for education date back to the late 1950s and early 1960s, well before PCs. These early efforts focused on the computer as a “teaching machine” useful for drill and practice and content tutorials. Patrick Suppes from Stanford is sometimes credited with being the “father of CAI” for his early work in this field. Education - past The largest early effort was PLATO, developed by Donald Bitzer and associates at the University of Illinois beginning in the early 1960s. Authoring tools and many packages developed for PLATO were ultimately ported to personal computers. TICCIT, guided by Victor Bunderson at BYU, was another large-scale early project. It was notable for approaching CAI from an instructional design perspective. Education - past When PCs first emerged, emphasis was placed on teaching children to program. This was largely due to the lack of prepared software and availability of programming languages. It spawned a “computer literacy” movement, a term coined by Arthur Luehrmann, which focused mainly on knowledge of programming. Education - past As educational programs began to appear, much emphasis shifted to computer assisted instruction and many of the ideas first developed by PLATO and TICCIT. Another school of thought emphasized student development of understanding using education friendly computer languages such as Logo, developed by Seymour Papert and associates at MIT. Education - past In 1980, Robert Taylor of Teachers’ College, Columbia, placed computer uses in education into three categories – Tutor: the computer acts like a human tutor (e.g., CAI as represented by PLATO and other projects) – Tool: the computer aids in the performance of everyday work (e.g., word processing) – Tutee: the computer “learns” what it is taught (e.g., programming via Logo or other tools) Education - past In more recent years, the emphasis in educational computing has shifted to subject matter integration, using the computer as a tool to support teaching and learning in specific disciplines. Teaching about technology takes a back seat to teaching and learning with technology. Educational Technology Present Today’s Lesson Trends Educational Technology Today Today, instructional design, educational media, and educational computing are robust fields of endeavor. They influence formal and informal education, the training sector, and segments of society. Educational Technology Today What are some educational technology trends that we can see today? Discipline Convergence Instructional Design Educational Media Educational Computing Discipline Convergence Instructional Educational Design Media Educational Computing Discipline Convergence Educational Technology ID Theory Base Behavioral perspective Cognitive perspective Constructivist perspective ID Theory Base Behavioral perspective Cognitive perspective Constructivist perspective ID Theory Base Behavioral perspective Cognitive perspective Constructivist perspective or an eclectic view ID Emphasis Pre-designed education and training materials Just-in-time education and training, learning objects, rapid prototyping, and collaborative construction of materials Media Convergence Media Convergence Media Convergence Media Convergence Computing Developments Today’s PCs are a significant advance over the first models. Moore’s Law, originally postulated in 1965, predicted that the number of transistors on a integrated circuit would double every 18 months. Though Moore forecast it would hold true through 1975, it is still holding true today. Computer Size Networking In 1969, ARPANET, the forerunner of the Internet, began with 4 hosts By 1987, there were 10,000 hosts By 1992, there were 1,000,000 By 1996, there were 10,000,000 Today, there are 250,000,000+ Software - present Software has improved dramatically since the introduction of the PC. Text-based operating systems have given way to the GUI, originally invented at Xerox PARC, popularized by the Apple Macintosh, and now embodied in Windows. Voice recognition is here but not yet widespread. Software - present A wide array of powerful productivity tools for the PC (e.g., word processors, databases, spreadsheets, desktop publishing software) is now available. Educational software has improved greatly in quality, and many titles are available. The Web has made huge quantities of information as well as software readily available. Computers in Schools Today Computers in Schools There are about 14 million computers in K-12 schools in the U.S. The student-to-computer ratio fell from about 40:1 in 1985 to less than 4:1 today. The ratio of students to Internet connected classroom computers is about 8:1. Dell is the largest single brand (46%), followed by Apple Macintosh (27%), HP/Compaq (18%), and Gateway (10%). Apple, while still strong in the K-12 market, has slowly been losing market share. Computers in Schools Nationally, annual K-12 technology spending is $5+ billion, down slightly from a high of nearly $7 billion several years ago. Per pupil expenditures: – $71 -- hardware – $17 -- software – $9 -- outside services – $6 -- staff development Computers in Schools About 99% of schools, and 87% of instructional rooms, are connected to the Internet. Schools with higher percentages of poor and minority students lag behind other schools but only slightly. Newer technologies are increasing: laptops (54% of schools), wireless networks (45%), and instructional whiteboards (30%). Computers in Schools Half of schools report that 90% or more of teachers use computers daily, and 74% of students use it at least an hour a week. Better performing schools have somewhat more techsavvy teachers Above Average Below Average Teacher Beginner Teacher Intermediate 15% 61% 23% 55% Teacher Advanced Teacher Use of Internet 16% 80% 12% 72% Distance Learning About 25% of schools report having distance learning programs for students. 28 states have now established state virtual schools; 12 states have at least one virtual charter school. While hard data are not available, it appears that online course management systems are spreading from higher ed to K-12. Why Use Technology in Education? Motivation – Attention, engagement, control Unique instructional capabilities – Finding information, visualizing, linking learners Support for new instructional approaches – Cooperative learning, problem solving, shared intelligence Increased teacher productivity – Record keeping, better materials, freeing time Required skills for an information age – Information literacy, visual literacy, technology literacy Source: Roblyer, M. D. (2004). Integrating Educational Technology into Teaching. Horizon Technologies Laptop Computers Laptop computers offer more flexibility that desktops; 54% of schools are now using laptops. Handheld Computing Handheld devices, like Palm Pilots and Pocket PCs, are proliferating and growing in sophistication. About 8% of schools provide them for teachers, and about 4% use them with students. Wireless Connectivity IEEE 802.11 – wireless LANs support fairly wide range (up to hundreds of feet) and reasonably fast connections (11 Mbs for b and 54 Mbs for g). Bluetooth – emerging wireless standard for short-range connectivity to a variety of devices, such as printers Broadband DSL and cable modems, for example, provide much faster connectivity to network resources than standard 56K telephone modems. About 45% of homes and 84% of schools report having broadband Internet connections. Web Technologies DHTML XML Java C# (part of Microsoft’s .NET) Open source Speech and Writing Recognition Current generation speech recognition programs, Dragon NaturallySpeaking and IBM ViaVoice, are pretty good when trained by an individual. AT&T and others are developing generic speech recognition technologies that require no training. Tablet PCs boast decent handwriting recognition. Virtual Reality Virtual reality systems give the user the illusion of operating within a threedimensional environment that responds to the user’s motion within it. Distributed Intelligence An increasing range of appliances and objects are becoming equipped with a computer processor and so be capable of “smart” interaction with people. Some people refer to this as ubiquitous computing. Electronic Ink / Paper / Books eBooks, portable devices that can hold downloaded books, are already available. Electronic ink or paper is a developing technology in which microcapsules, embedded within a thin film that can be mounted in tablet or possibly even something like normal paper, can display print in response to electrical signals. Nanotechnology Nanotechnology, involving manipulation at the molecular level, is among the most highly touted of coming technologies – Chip development (Intel predicts a 1-billion transistor, 20 GHz chip by 2007) – Nanotubes – Miniature machines, such as robots – Materials assembly Educational Technology The Future Distributed Learning Predicting the Future Predicting the future can be a notoriously tricky proposition. A few examples: – “Heavier-than-air flying machines are impossible.” » Lord Kelvin, President, Royal Society, 1895 – “Everything that can be invented has been invented.” » Charles Duell, U.S. Office of Patents, 1899 – “I think there is a world market for maybe five computers.” » Thomas Watson, Chairman, IBM, 1943 Source: Time magazine, July 15, 1996 Predicting the Future Given the trends and horizon technologies discussed, how do you think these will affect education and training in the future? Education - future Education - future Some experts argue that with the emergence of multimedia software and the delivery vehicle of the Internet, schooling as we know it has become obsolete. They suggest we should do away with schools as they now exist. This is one extreme position. Education - future Others argue that computer technology is just a flash in the pan, the latest in a long line of educational technology innovations that have promised more than they delivered. They suggest we should forget about technology and get back to schooling as usual. This is another extreme position. Education - future It is possible to envision a more moderate future that lies between these extremes. F U T U R E Education - future Computers and, increasingly, smaller computing devices will become commonplace tools for teachers and students. They will connect wirelessly and become an integral part of the teaching and learning process. The greatest emphasis will be given to using technology tools for real work on authentic tasks. Education - future In a few years, increased processing and storage capacity along with software advances are likely to make voice interfacing with computing devices more widespread, perhaps even commonplace. Full multimedia capability, including routine access to and storage of video, will also be possible. Education - future With access to huge stores of multimedia information, education will focus less on information delivery and more on finding, evaluating, and using information. The teacher’s role will increasingly shift from the “sage on the stage” to the “guide on the side.” Education - future With improving technology and increasing networking, education will become available anytime and anywhere. Higher education, of necessity, will work to reach growing non-traditional audiences. K-12 is likely to embrace distributed learning support of education much as colleges do today, and distance education will meet niche needs in the K-12 setting. Education - future Life-long learning will become the norm, and technology will be one tool that helps educators reach those who need continuing education. Pressures from the private sector may jeopardize some higher education institutions or even drive marginal ones out of business. But, larger institutions will likely persist. Education - future Given the prevalence of the Internet as a resource and delivery system, instructional design will increasingly focus on it and on the design of systems and learning environments that help individuals access available resources and training just-in-time, use granular modules to flexibly meet differing needs, and facilitate people working together to solve problems. Education - future Computers and allied technologies are unlikely ever to replace traditional face-toface teaching and learning. There is much to be said for face-to-face mentoring and acculturation. But, technology probably will change the face of the teaching and learning landscape that we know today. Education - future It is incumbent upon educators today to begin preparing for the changing education paradigms of tomorrow. The End