SUBJECT: Assignment #1, Response Paper #10
COURSE: MCTE 625 - Survey of Courseware
Textbook: Instructional Media and
Technologies for Learning
Heinich, Molenda, Russell, Smaldino (1996)
Chapter 11: Process Technologies
Professor: Dr. George Fornshell
Student: Leanne C. Boyd
Usercode: boydl ( boydl@scis.acast.nova.edu )
Due date: November 30, 1997
Response to Chapter 11, Process Technologies
I. Process Technologies: DON’T Re-Think the System!
"Process Technologies," the topic of this chapter,
introduces the reader to almost the synthesis of what we
have been exploring in this course. When *hard
technologies* (products such as computers) and *soft
technologies* (which are processes or methods of thinking
about problems), are combined and used as _technoloGIES_
(many or all of them), the learning experience becomes a
PROCESS rather than a participation in isolated bits of
learning.
This is a very systematic and scientific approach to
learning, where effective templates for learning are
utilized again and again, without the need for re-thinking
the system. Process technologies have the added element of
having been thoroughly researched and showing demonstrable
tracks of success in the learning environment.
This chapter speaks of many forms of process
technologies. Programmed instruction (initially developed
by B.F. Skinner) and programmed tutoring appear to be the
closest to what we have defined as CAI, or computer-aided
instruction. With the introduction to personalized systems
of instruction, learning centers, and the various modes of
cooperative learning, it is my opinion that the genre of
process technologies begins to more closely approach what
we have defined as "Mindtools." These settings begin to
excite deeper levels of student interest and provide
motivational features that not only aid in higher learning,
but also break up the traditional classroom’s potential
boredom by replacing it with a more personalized and
interactive surrounding. Learning becomes more vivid and
interpersonal feedback, more prevalent.
In my studies of Mindtools, the most exciting
direction has been relating my prior knowledge of the
Internet and electronic technologies to the creation of
interactive, educational content -- for that is the arena
of my career. We have had several examples of one area of
process technology that I find the most thrilling for my
professional life: simulation and discovery learning. In my
opinion, these are the height of what new technology has to
offer to any learner.
Within a safe environment, learners may explore,
create, and set up situations that are, at their limits,
potentially harmful in the real world. The question of
"What If?" may be taken to the ultimate boundary. Both in
simulation and in discovery learning, the student is
immersed in real-life surroundings and is allowed to
grapple problems in near-reality measures. I know of no
other methods where minute, detailed explorations can take
place without danger to the participant. This is becoming
an essential criterion for taking subjects learned and
applying them to real life careers. I agree with the
authors that, although this method takes longer than
traditional lecture methods, the "payoff" is a much higher
and longer-lasting comprehension of the subject. Knowledge
achieved in this setting is more likely to be retained as
the learner goes from the student learning place to the
worker’s environment.
One excellent example of the value of the process
technology of simulation is found repeatedly in documents
concerning something as ordinary --but potentially fatal --
as driving a car. Dan Kegan, operator of the Traffic Safety
Information Village (online auto safety website), says that
simulators have the advantage of measuring things that
could never be measured before, like whether a driver is
following the safest possible route around a corner. He
also stated that this form of simulation learning opens up
new possibilities for training. (Tanner, 1997). The most
important element of this example is that the learner,
placed in a personalized setting and utilizing a well-
researched, scientifically-created computer interface, is
allowed to literally go where no one has gone before! As
students create scenarios within this Mindtool, both
learners and teachers will benefit in the stretches of
imagination and with the new training possibilities that
are created.
II. A Critical Crossroads:
Disturbing Statistics and Getting Up to Speed -- FAST!
At this point, it is important to review reasons why
training and educational modes are at a critical
crossroads, and why new methods must be implemented to meet
the challenges of a changed economy and world. The
introduction of statistics is inevitable. Interestingly,
the very mode of process technologies is also the
underlying technology for researching, learning and
interpreting the statistics "by which we live." Truly, the
Internet provides, in my opinion, an exact (if
overwhelming) duplicate of simulation or discovery
learning. The learner is immersed in the solution of a
problem and the methods are exact to the realities of
problem-solving in the workplace.
It is disturbing to me to have found that more than
40% of high school seniors lack a basic understanding of
science. These statistics were recently put forth by the
National Assessment Governing Board in a report on the
nation’s schools. Only three percent of students, in all
grades tested, performed at what was considered an advanced
level. (Kim, 1997). This bit of data, in an age where
science and information are the very foundation of economic
advancement and status, is highly disquieting. With all the
tools necessary for successful competition surrounding each
of our students in America, where do we look to find
answers for why they are not being implemented? I believe
that this is one major downfall of "Education," as we know
it. Most of these new learning modes are widely available.
Moreover, process technologies are being impelled into many
work environments. Our traditional schools simply have not
"logged on" and they are not utilizing new media
techniques. This is a huge detriment to our nation’s
students.
Many companies offer online learning that fall into
the categories of simulation or discovery learning. In
fact, one company’s services are to provide the actual
simulation or discovery learning applications (as well as
other training modes) for other businesses to utilize.
Charles L. Fred, President of International Learning
Systems, Inc. of Golden, Colorado, said this of the jolt
made by the "knowledge economy" on quickly-growing
companies: "The velocity of business is brutal and for the
unprepared, can be deadly. Today’s work force must consume
new knowledge and apply it faster than the competition.
Period." (Fred, 1997). I would like to repeat: PERIOD.
Within the global economic structure, participants are now
beyond just recognizing the lack in traditional methods of
imparting knowledge -- they have begun to implement strong
substitutes. The sooner that our schools begin to adopt
methods for learning -- in simulated environments with
freedoms for discovering new knowledge or augmenting
existing knowledge -- the more quickly we will stand,
prepared for the approaching years.
It should be noted that a perfect model or step-by-
step system for creating successful process technologies
does not exist. In reality, the very natures of the
businesses that have stepped into this global race have
resisted the tendency of having a fixed method for
learning. "Fixed methods" are rather extensive in
educational circles. New giants in the workplace
continuously search for *better* methods of gaining
knowledge. Approaches must be fast! Learners within the
work environment NEVER are totally satisfied with any
current approach, but always remain open to new advances.
International Learning Systems’ approach is that
"technology has enabled many ideas to be tested and the
previously ‘alternative’ forms of instruction and delivery
are becoming the standard." (Fred, 1997). Working on
delivery of advanced learning systems such as simulations
and discovery learning modes, ILS is on the cutting edge of
implementing this critical shift in perspective. They are
creating training content that allows getting workers up to
speed -- FAST! This notion then actuates management to
consider employees as individuals and as discriminating
consumers of a complex product, "learning". The main thrust
of these new learning modes -- these process technologies--
is a new level in simplicity, creativity, and flexibility.
ILS states that "[l]earning must occur when and where it is
needed. The barriers of time and space are broken down by
leveraging technology as a delivery system for learning."
(Fred, 1997).
I interpret this to mean that, in a simulation-like
setting of real-time economic happenings, the "new worker"
is immersed in studying and putting into effect that which
is needed NOW. In the education arena, we are faced with
mighty challenges to prepare students for these changes.
I see that it should become an easy choice for
teachers or trainers to adopt the effective use of
simulators, or discovery learning modes such as role-plays.
These place the learner into the immediate setting with
site-specific details. The student learns not just facts or
figures, but also any manual dexterity skills that are
inherent to the subject. Placing the learner in unfamiliar
situations, but with the tools created within an effective
application which was scientifically and specifically
constructed, the excellence of this particular process
technology will meet immediate needs as well as long-range
goals of learning. These applications, therefore, have the
unprecedented capacity for personalization of the learning
process, as never before. Categorical role playing
applications, for instance, can be created to enhance exact
job roles within the company. As applied to the students of
our country, applications such as these will allow learners
to approach distinct career objectives and become very
involved in their own education.
III. The Demand for Information Technology:
So, Do You Have Any Experience, Kid?
U.S. employers are now facing really rough
international competition for Information Technology
workers. The demand to fill IT jobs continues to
outdistance the supply, according to the U.S. Office of
Technology Policy. They recently supplied data that shows
that American universities currently graduate only 24,000
computer and information science students per year. More
than 95,000 new engineers, computer scientists, engineers,
programmers and systems analysts will be required each year
until at least 2005. This takes into account only the
numbers for the U.S. and not for more global concerns.
(Pietrucha, 1997).
My questions concern not only the eventual numbers of
graduating technologists, but also the level of efficiency
that each one shows when actually launched into the
workplace. This includes such topics as the usual
"applicable skills" and "prior experience" that have become
the battle cries of current employers. They are immovable
when it comes to absolute sets of skills, prior to hiring.
WHERE, I ask, are recent graduates/new workers going to
achieve this level of proficiency? The answer, for me, lies
in the offerings of simulation training and its subsets.
These applications will offer a form of "internship" that
will provide much-required prior experience in many -- or
even ANY -- career fields. It is my opinion that this
"process technology" holds one of the very few choices we
have -- for not only bringing our nation’s students up to
par in statistics, but also in the ability of those
students to quickly achieve stride within the workplace.
This as an effective way of opening the road for current
students to continue being major participants in worldwide
economical happenings. Anything less than implementing
these training modes will place our students -- our almost-
immediate workforce -- in an undeniably lesser position.
IV. Breaking Down the Category Even Further:
Simulation Learning and Gender
A topic that has been part of my personal,
professional and academic life for over 25 years has been
that of gender issues in the educational and career
settings. An interesting statistic found online was that
women make up 51% of the population, 46% of the general
work force, but only 22% of the engineers and scientists.
This information, given by the National Science Foundation,
also showed that fewer women pursue lucrative computer
science degrees. (Fields, 1997). If these numbers could be
made different, with the percentage of women in computer
science positions being much higher, it is my proposal that
the immediate transitions needed in methods of learning
might be quite a different picture. In fact, the use of
simulators and simulation games -- especially COOPERATIVE
simulation games -- might be much more prevalent, both at
the student and the corporate levels.
Our text gives the example of psychological findings
that cooperative simulation games help children develop
acceptance, challenges for the body, strong positive self-
concepts, and success...in atmospheres that do NOT rely on
the element of competition. They learn to depend on
cooperation for that success.
Interestingly, much of the same line of thought is
being found at even the college level. A good example is
the very common belief among freshman students that
introductory science courses are simply "weedouts,"
designed to dissuade those students who are deemed "not
fit" from studying science. Just the thought of a weeding-
out process demoralizes and prevents many interested
students from pursuing a college science degree! Some
studies indicate that this is almost a type of "natural
selection process," initiated by college departments. Many
intelligent and strongly motivated students who leave the
sciences are discouraged by the COMPETITIVE sphere, where
many classes are truly designed to situate students in a
hard, competitive framework.
The truth is, students often react more resolutely to
a setting of COOPERATIVE LEARNING. A vital part of this
same study found that over one-third of college students
who changed from a science, math or engineering major,
indicated that a very primary reason for leaving was that
the "competitive culture" had undermined their confidence.
(NECUSE, 1996). The unspoken portion of these studies is
often the fact that the one-third more attuned to
COOPERATIVE learning and less willing to participate in the
"competition culture" -- are the women students.
What easy-to-affect and quickly-becoming-common tool
could be used to turn this tide around? In piecing together
the topics of our text readings and very current examples
found in education and the workplace, I developed a growing
conviction that much of the new mode of training was going
to be in the genre of simulation and discovery learning.
The very ideas we are studying are becoming the standards
for learning in the *very present NOW.* One source defines
cooperative learning as "an approach...which uses small
groups of students working together to solve problems,
complete a task or accomplish a common goal...[to] provide
a forum in which students ask questions, discuss ideas,
make mistakes, learn to listen to others' ideas, offer
constructive criticism, and summarize their discoveries..."
(NECUSE, 1996).
Our readings suggest that the computer has opened up
wide possibilities for very elaborate and detailed use of
simulation games for instruction. The authors state that
some development companies have made very specific and
challenging simulation games that ultimately require
learners to make use of synchronous and cooperative means
to achieve successful, problem-solving ends. Online
research shows that this method has been widely implemented
-- much more so than in the 1996 writing of our book.
Perhaps this will seem oversimplified to some, but
perhaps the answer to the gender issues (as well as many
others) is but a matter of shattering societal
preconceptions and providing more exposure to technology!
Instead of looking at the breakdown of student ratios, or
gender issues, or even the slipping status of American
learners in the global schoolroom, perhaps we need to
examine the delivery systems for these categories. We are
not only dealing with shortages and shortcomings in those
who are yet to graduate...we are also looking at the
shortages and shortcomings of the teaching community. We
MUST MAKE MORE EXPOSURE AVAILABLE to those teaching the
current and upcoming groups of learners. Teachers must be
able to first prepare themselves in order to teach
technology to a classroom of students whose future
capabilities lie in their mastery of new media. It is only
then that they can teach the next generation of female --
or ANY sector -- of scientists, engineers and computer
specialists. (Fields, 1997). I don’t believe this can be
done by creating learning applications ONLY for boys, or
ONLY for girls. That will solely serve to perpetuate
current gender stereotypes (Brown, "Girl Games unite...,"
1997), and will only hinder the use of games and discovery
learning applications in the learning arena.
What definitions should be looked for when attempting
to define a simulation game that will include, entice and
even encourage females of any age into the realm of
science? Recent research shows that girls want a setting
that provides...multiple options [and] discovery. (Brown,
"Girl Games unite...," 1997). Ideally, the learning will
take place in a simulated situation that is non-
stereotypical. One "girl-oriented" computer-game design
company, Purple Moon (at http://www.purple-moon.com/ )
found some results that were amazingly like the findings at
the college level. Their research showed that girls were
bored with boys’ games. They didn’t like being stuck behind
the obstacles and they weren’t interested in beating the
highest score. This sounds to me like girls eschew most of
the elements of "culture competition." What they DID value
was establishing a very complex hierarchy, where
competition was more covert, and cooperation was more
valued. In fact, girls responded greatly to a situation
where cooperation could be used as a tool to gain higher
status.
Of course, future use of simulation-type games created
by Purple Moon will tell a more complete story. Initial
review indicates to me that they have an excellent start
for providing discovery learning tools and reasons for
girls to use a computer! Purple Moon’s objectives include
making the games "more like play and less like
entertainment" -- and we must keep in mind the
behaviorists’ adage that play IS a child’s work! In Purple
Moon’s first two games, girls will experience a variety of
predicaments, make choices, and observe the consequences of
their decisions. The setting will be that of a "quest,"
with the participant learning to work cooperatively in
helping another player. (Carroll, 1997).
The Purple Moon simulations will neatly avoid one of
the biggest complaints that girls have about boys’ games...
Girls think that it’s stupid to have to *die and start
over!* (Fields, 1997).
V. Conclusion: Following the Axioms of the Mindtool
As I studied these examples in the light of
definitions for simulation games, COOPERATIVE simulation
games, and discovery learning applications, I became
convinced that this new genre of learning tool is
masterfully coming into the spotlight. The main reason is--
beyond any sub-reason of gender-appropriateness or high-
tech usability -- that it follows every axiom of the
MINDTOOL.
This genre challenges participants to work together.
It causes a person to think deeply about solving a mystery.
It is a largely effective way to achieve a higher order of
thinking. First hand, the learner is immersed in a backdrop
that mirrors the rapidly changing world in which we live.
---
REFERENCES
Brown, Janelle. (1997).
_____GameGirlz turns industry on to female gamers. In:
Wired News, Wired Ventures Inc. November 11, 1997.
[Online]. Available: http://www.wired.com/news/news/
culture/story/8434.html
_____Girl Games unite, sans guns: Today it's a
difficult task. In: Wired News, Wired Ventures Inc.
November 3, 1997. [Online]. Available: http://www.
wired.com/news/news/wiredview/story/8129.html
Carroll, Jon. (1997). Under a Purple Moon. San
Francisco Chronicle: June 9, 1997; p. D8. [Also Online].
Available: http://www.sfgate.com/cgi-bin/chronicle/
article.cgi?file=DD62703.DTL&directory=/chronicle/archive/
1997/06/09
Fields, Monique. (1997). Creating drive for technology
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sciences, computers. In: The San Francisco Chronicle, The
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Online]. Available: http://www.sfgate.com/cgi-bin/
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Fred, Charles L., President, International Learning
Systems, Inc. (ILS). (1997). The RACE to proficiency.
Website modified: August 18, 1997. ILS, Inc.: Golden, CO.
[Online]. Available: http://www.ilsinc.com/article.htm
Kim, Eun-Kyung. (1997). Report card: High schoolers
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New England Consortium for Undergraduate Science
Education (NECUSE). (1996). Achieving gender equity in
science classrooms: A guide for faculty. Published by:
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http://www.brown.edu/Administration/Dean_of_the_College/
homepginfo/equity/Equity_handbook.html
_____NECUSE: Amherst College, Bates College, Bowdoin
College, Brown University, Colby College, College of
the Holy Cross, Dartmouth College, Harvard University,
Middlebury College, Mount Holyoke College, Smith
College, Trinity College, Wellesley College, Wesleyan
University, Williams College, Yale University.
Pietrucha, Bill. (1997). IT worker shortage is
worldwide. In: Newsbytes News Network, Computer Currents
Publishing Corp.. October 27, 1997. [Online]. Available:
http://www.currents.net/newstoday/97/10/27/news7.html
Tanner, Mike. (1997). Sims put students safely in the
driver's seat. In: Wired News, Wired Ventures Inc. November
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If you have comments or suggestions, email me at Leanne@refuge-earth.org
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