Education Technology is Not About Gadgetry

January 25th, 2010 | Category: Undergraduate Education

Sunday’s New York Times has an article about the launch of the National Center for Research in Advanced Information and Digital Technologies, which finally secured an appropriation of $50 million after more than nine years of trying to get off the ground. The quasi-governmental agency (it’s an independent not-for-profit that gets all its money from the U.S. Department of Education) is billing itself as doing for education technology “what the National Science Foundation does for science, Darpa does for the national defense and what N.I.H. does for health,” according to a quote from one of the founders in the Times.

There are certainly a number of promising ways to use technology in education, so a grant-making body dedicated to this purpose could produce some really interesting projects. Bill Tucker has written a lot in this space about better use of technology in providing online learning options and improving assessments in K-12 education. Kevin Carey, meanwhile, has written about how the  National Center for Academic Transformation uses technology to redesign courses so that they are less expensive to operate and produce better learning outcomes for students. He has also discussed StraigherLine, a company that provide for-credit college courses for just $99 a month, as a way of showing how technology can reduce barriers to entry and increase choice in higher education.

But it’s important to note that the promising use of technology in education is not about creating gimmicky video games or virtual worlds, but about using software and hardware to rethink the business of teaching. In that regard, technology is most effective when it can do one of three things: 1) Replace costly and inefficient activities, such as spending long amounts of time grading multiple choice questions, 2) Make it easier to manage and oversee a class, such as course management software that makes it possible for professors to see which questions students frequently got wrong; or 3) Make students more active and responsible for their learning, such as programs that tailor exercises to areas where students need help and then generate repeated problems so students can keep working on an idea until they really understand it.

At this point, it’s too early to see whether the new initiative will lean toward the serious activities described above or instead focus on the flashier, attention-grabbing side of education technology. But the Times story provides some indication:

To build support for the project, the group created three prototypes: an educational video game for biology students called Immune Attack; a game for museums, called Discovering Babylon; and a computer simulation to train firefighters in high-rise fires. They typify the projects the center will be looking to finance.

Now, I get how this works. You’re a new project, you need to get funding, so you need to make things that people will think are cooler enough to fund. And for museums and things like that, an entertaining piece of software can do wonders for drawing visitors. The description of potential activities on the group’s Web site is a bit more promising (emphasis mine):

Research, development and demonstrations of learning technologies that could include simulations, games, virtual worlds, intelligent tutors, performance-based assessments, and innovative approaches to pedagogy that these tools can implement.

There is certainly plenty of room for technology to play a greater role in all types of education, from kindergarten to college. But attempts to make better use of computers and the Internet in the classroom would be better off considering what the technology actually does, rather than how cool it looks, when considering promising applications.

Posted by Ben Miller at 4:30 pm | Tags: , | 4 Comments

4 Responses to “Education Technology is Not About Gadgetry”

  1. Steve says:

    Today was a good day for research but I was surprised to find this info so easy to grasp.

  2. Burck Smith says:

    I commend this poster for emphasizing substance over flash. However, I’d like to see it go one step further. His criteria for effective technology emphasize technology applications that increase the productivity of the educational process. Yet, even when these criteria are met, neither K-12 nor post-secondary education have the mechanisms to drive these productivity benefits to the students in the form of lower prices. Without a mechanism to drive demand, flashy technology will continue to be what is emphasized in education. This is the problem that we’re trying to solve at StraighterLine.

  3. KEW says:

    Have to say their web site is underwhelming. No one with web content writing skills, interaction skills, nor even graphic design skills seemed to have worked on this. This is not just indicative of their problem. Most online textbooks are horrendous and counter to learning objectives. I recommend their first steps should be on assessing what is already online and reworking that online content so it is usable.

  4. Zinjenzo says:

    Flashy projects get the money, but it will be interesting to see if learning outcomes are measured for those video game learning tools. The idea of a software program that enables students to apply what they learn in the class to a virtual situation simulating the real work could be powerful. And since learning sticks when there is repetition, this allows students to really practice what they learn. Good food for thought.

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