Chapter 1 Notes
Chapter 1 Notes
This perspective grew out of the audiovisual (AV) movement in the 1930s when higher education
instructors proposed that media such as slides and films delivered information in more concrete and
therefore more effective ways than did lectures and books. This movement built upon educational
research and practices focused on how to design and use messages optimally in audiovisual
communications for teaching and learning. The view of educational technology as delivery media has
dominated areas of education and the communications industry.
This view originated with post-World War II military and industrial trainers who were faced with
preparing large numbers of personnel quickly. Based on efficiency studies and learning theories from
educational psychology, these trainers advocated using more planned, systematic approaches to
developing uniform, effective materials and training procedures. Their view was based on the belief
that both human (teachers) and nonhuman (media) resources could be part of an efficient system
for addressing any instructional need. Therefore, they equated “educational technology” with
“educational problem solutions.” This perspective has evolved into human performance technology
, a systematic approach to improving human productivity and competence by using strategies for
solving problems.
Also known as technology education , this perspective originated with industry trainers and
vocational educators in the 1980s. They believed that (1) an important function of school learning is
to prepare students for the world of work in which they will use technology and (2) vocational
training can incorporate practical means of teaching all content areas,such as math, science, and
language. This view brought about a major paradigm shift in vocational training in K–12 schools away
from industrial arts curricula centered in woodworking/metals and graphics/printing shops toward
technology education courses taught in labs equipped with technology stations such as graphics
production, robotics systems, and computer-aided design (CAD) software, a program used by
architects and others to aid in the design of structures such as houses and cars.
This view began in the 1950s with the advent of computers and gained momentum when they began
to be used instructionally in the 1960s. As computers began to transform business and industry
practices, both trainers and teachers began to see that computers also had the potential to aid
instruction. From the time computers came into classrooms in the 1960s until about 1990, this
perspective was known as educational computing and encompassed both instructional and
administrative support applications.
At first, programmers and systems analysts created all applications. But by the 1970s, many
educators involved with media, AV communications, and instructional systems also were researching
and developing computer applications. By the 1990s, educators began to see computers as part of a
combination of technology resources, including media, instructional systems, and computer-based
support systems. At that point, educational computing became known as educational technology.
In 1970s and 1980s, new understandings about how people learn influenced the emergence of the
learning sciences in the early 1990s. Researchers found that knowledge was more than recalling
facts but also included developing skills and deep conceptual knowledge, which can be learned and
represented differently by individuals. Learning processes involved building instruction around what
learners already knew with relevant and authentic topics that are meaningful to learners and
provided scaffolding, which is assistance from experts that can include peer learners, technological
guidance, and teachers. Researchers acknowledged that learning can occur individually or with
others and is influenced by the context in which it occurs (e.g., in a math classroom, during after
school playtime) and by culture.
Working from these understandings, learning scientists tend to be interventionists who build
technology-based learning environments that anchor curricular content within authentic, real, and
simulated problems with a goal to transform teaching and learning. For example, students learned
persuasive writing by becoming a protagonist and avatar in a videogame called Plague: Modern
Prometheus. They collected evidence within the videogame environment and wrote letters to
convince in-game characters of their position on specific approaches to curing the plague (Barab,
Pettyjohn, Gresalfi, Volk, & Solomou, 2012). Learning science is very multidisciplinary, often involving
ideas from psychology, sociology, anthropology, linguistics, and computer science. Learning
scientists, often working in teams including practitioners such as teachers, conduct design-based
research to investigate how people think and know, how learning processes function, and how to
design learning environments to support learning. This research is done in applied contexts, such as
schools or libraries, and repeated many times as the researchers use their research to improve and
re-examine subsequent redesigned interventions.
Each of these five perspectives on technology in education has contributed to the current body of
knowledge about processes and resources to address educational needs.
Educational processes include a set of three knowledge areas through which to consider the role of
technological resources, including (1) learning theories based on the sciences of human behavior, (2)
pedagogical or instructional practices that complement learning theories, and (3) curriculum
standards or content knowledge that inform our learning objectives or goals.
Technology resources in this textbook are viewed as technology tools (e.g., media, software, and
hardware) and technology support and expertise. We choose the term resource to capture the idea
that there exists a generous supply of technological tools, support, or expertise available that can be
accessed and used when needed. A technology tool is a device such as a clicker or software
application such as a word processor or Twitter that accomplishes a specific task.
Educational technology refers to resources leveraged to support the educational processes involved
in teaching and learning.
Schools carry out many types of activities in addition to teaching, and software has been designed to
support each of these. Application (app) software refers to any program specifically designed to run
on mobile devices such as smartphones and tablets.
Era 4: The Mobile Technologies, Social Media, and Open Access Era
This era began in the early 2000s when portable devices such as smartphones and tablets made
Internet access and computer power more ubiquitous. As more and more individuals made texting
and social networking sites, such as Facebook, Twitter, and Instagram, part of their everyday lives,
this constant connectedness transformed educational practice. The ease of access to online
resources and communications drove several movements.
Distance learning—A dramatic increase in the number and type of distance learning offerings came
about first in higher education and then in K–12 schools. Electronic books (e-books or e-texts)—
Texts in digital form on computers, e-book readers, and cell phones became increasingly popular
alternatives to printed texts. Some school districts eschewed book adoptions in favor of allowing
educators to choose their digital materials.
Open access—In 2000, Massachusetts Institute of Technology (MIT) faculty started a bold initiative
to gather all course materials for the school’s curriculum and make them freely available online. The
initiative, OpenCourseWare (OCW) , launched in 2001 and still draws millions of visits by educators,
students, and self-learners each month. Around 2008, open-access university offerings called
Massive Open Online Courses (MOOCs) became available. They allowed anyone anywhere in the
world to participate in college courses for free. By 2011, MOOC projects at MIT, Harvard, and
Stanford popularized the concept, and MOOCs came into common use in other colleges, universities,
and several startup companies. Some MOOCs that held proprietary content or were fee-based were
not truly “open ,” which means that anyone can join and participate for free and modify, remix, and
reuse the content with appropriate attribution and without fees for others’ use.
Mobile access—One-to-one laptop programs (and later tablet programs) as well as Bring Your Own
Device (or Technology, BYOD or BYOT) programs allowed students to use their own handheld
devices for learning activities and accelerated the move to bring computer and Internet access into
all classrooms.
As ubiquitous communications and social networking defined social practices in modern life,
educators struggled to create appropriate policies and uses that could take advantage of this new
power while minimizing its risks and problems.
With more access to technologies, more learners are using a myriad of online or digital learning
resources. Information about how learners use these resources can be collected, stored, and
analyzed. Often the learner data generated are referred to as big data because these environments
can record every click of a mouse; thus, the amount of collected data can be immense. Learning
analytics are analysis techniques performed on educationally relevant big data to identify patterns in
learning that inform or optimize assessment, instruction, learning, and design of digital learning
resources. From this, innovators are building new instructional and administrative platforms that use
machine learning , a type of artificial intelligence, to predict and anticipate the content and
instruction needed to support learners’ progress. Harnessing this power makes software adaptive
because as the learner engages in activities, the software offers a range of options to meet the
learner’s predicted needs. For example, Knewton is an adaptive learning platform that can be
incorporated into new software and digital content products to collect big data, analyze learning,
and predict and offer learning pathways. Much of the current adaptive innovations being built are
similar to yet more powerful than CAI and CMI were during Era 1. These current technical
advancements are driving several educational innovations.
Software and online environments adapt to learners’ needs through sophisticated analysis of learner
behaviors and interactions with resources or content. This software will adapt immediately by
changing content, activities, and assessments for the learner. Most textbook publishers and app
developers are building adaptive technology into their new products. For example, Dreambox
Learning is an adaptive math software with game-based elements. In many cases, a data dashboard
is available for the teacher and school leaders and sometimes for the learner and parent. Teachers
can use the dashboard to examine individual student progress and provide further interventions as
needed. School leaders can use dashboards to discover needs across groups of students (e.g., English
learners, students in special education, those in racial minorities, and those in poverty).
Personalized Learning
The Common Core State Standards (CCSS) are grade-level standards stating the knowledge and skills
that K–12 students should learn in mathematics and English language arts (ELA) and literacy.
The 2016 ISTE Standards for Students (ISTE, 2016) are considered a framework to be used with
other standards to amplify or transform learning. The seven student standards emphasize learners
as (1) empowered learners, (2) digital citizens, (3) knowledge constructors, (4) innovative designers,
(5) computational thinkers, (6) creative communicators, and (7) global collaborators.
The Partnership for 21st-Century Learning Framework (P21) advocates the importance of all
students developing 21st-century skills to ensure success in college and careers. The P21 framework
for 21st-century learning identifies four interconnected areas of student outcomes that contribute to
preparing a 21st-century learner. These outcomes include academic content knowledge, such as
English language arts, mathematics and other subject areas, and interdisciplinary perspectives, such
as global awareness; financial, economic, business, and entrepreneurial literacy; civic literacy; health
literacy; and environmental literacy. The second outcome is the development of learning and
innovation skills, such as creativity, critical thinking, communication, and collaboration skills, a set
that is often referred to as the 4Cs. The third set of outcomes includes information, media, and
technology skills, such as literacies to evaluate, use and manage information; analyze and create
media; and apply technology effectively. The final outcomes include life and career skills, such as
flexibility, initiative, social and cross-cultural skills, and leadership.
The Technological Pedagogical Content Knowledge Framework
To integrate technology successfully into their teaching, educators must recognize that
teaching occurs within a myriad of contexts from the classroom to cities, states, and nations.
Political
Technical
Social
Equity and Culture
Trend 4: Robotics
Affordable hardware, such as Arduinos, Raspberry Pi, and some 3D scanners, have enabled
more schools to adopt a robotic engineering curriculum to support learning in science,
technology, engineering, and mathematics (STEM) for K–12 students as an after-school
extracurricular activity or as part of a STEM discipline. Students engage in a range of
activities from computer programming, using robot controllers, switches, sensors, motors,
and LEGO kits to design, build, and program robots— often for competitions. For Inspiration
and Recognition of Science & Technology (FIRST) is a nonprofit organization that offers
LEGO-based robotics programs and competitions for children ages 6–14 who research
real-world scientific problem and offer prototypes of innovative solutions. NASA also
supports robotics education through the Robotics Education Project (REP). It provides a list
of curriculum, competitions, and internships appropriate to K–5, 6–8, and 9–12 grade levels
and higher education. Research and development activities at Carnegie Mellon University
include building tools and curriculum for robotics classrooms that engage learners beyond
basic skills toward sophisticated computational thinking (Shoop, Flot, Friez, Schunn, &
Witherspoon, 2015).
Trend 1: Makerspaces
Inspired by MAKE magazine and Maker Faire, a community gathering begun in 2006,
makerspaces are physical spaces with digital and mechanical tools and materials where
students learn to design, tinker with, and build tangible objects. Schools have begun to
establish makerspaces in libraries and other available spaces. Multidisciplinary activities can
draw from computer and technical education, home economics, STEM disciplines, art, and
music. 3-D printers , often found in makerspaces, build physical models in plastic or other
material one layer at a time from 3-D modeling or CAD software. Some makerspaces are full
of technologies such as Arduinos, Raspberry Pi, and scanners; others repurpose items such
as newspaper and cardboard. Kat Sauter reported that some of her students in their
makerspace at The Ann Richards School for Young Women Leaders in Austin, Texas,
designed and created a preschool playhouse, and other students focused on creating an app
for school information (Breedlove, 2015). Makerspaces are less about the specific outcome
and more about the process of design, inquiry, and making.