How Research On the Use Of Computer Technologies Can Inform the Work Of Social Studies Educators
Susan Gibson and Roberta McKay Abstract
In today's technologically driven society information has taken on a new importance as a commodity (Diem, 1997). The endless, rapid flood of information and disinformation is causing a great deal of confusion and frustration; those who are ill equipped to handle the information overload run the risk of falling behind those who have embraced the latest computer technologies (Titus, 1994) More and more pressure is being placed on schools to ensure mastery of technological skills essential to survival in this new society. "The Internet, for example, is entering classrooms at a rate faster than books, newspapers, magazines, movies, overhead projectors, television or even telephones" (Leu 2000, p. 425). The pressure to computerize has had important implications for social studies educators. This article offers some suggestions for the integration of computers into teaching and learning social studies based on a review of some of the current research on computers as learning tools. Best uses of computer technologies Over a decade of research indicates that computer technologies in schools can play a supporting role in the acquisition of these information-literacy skills if their uses are embedded in significant learning experiences with computers (Braun & Kraft 1995). However, traditionally the most frequent instructional uses of computers have been for word processing, game playing, and performing drill and practice exercises (King 1994/95). Studies show that using computers to automate instruction through games, drill and practice and low-level educational software has little to no significant difference on learning (Johnson 1996; Robertson 1998). At times, the curriculum provided through such software programs is defined in a limited way as content coverage (Held, Newsom & Peiffer 1991). Some software programs cover only a very narrow slice of a subject domain and are a poor match with curriculum guidelines (Means & Olson 1994). Much of the content of these programs tends to be extra to the curriculum (Fisher, Wilmore & Howell 1994). Other studies have examined approaches using computers that can increase the benefits for both students and teachers (Muir 1994). For example, Dwyer, Ringstaff and Sandholtz (1991) have found that more effective use of computer resources in schools occurs when the technology is used by students as an information processing and productivity tool to achieve a task. Jonassen (1996) concurs that when tools such as databases, spreadsheets, multimedia, e-mail, and network search engines are utilized to complete projects requiring students to use information to solve problems, there is greater potential to promote cognitive development. These tools have the power to stimulate the development of intellectual skills such as inquiry, reasoning, problem solving and decision making abilities; critical and creative thinking; and, learning how to learn (Rose & Ferlund 1997). For example, not only have computer databases been found to be more fun, interesting and challenging for students, they can also be effective for integrating information from a variety of library sources, stimulating higher level thinking, visualizing complex historical relationships and developing a deeper understanding of concepts (Ehman, Glenn, Johnson & White 1992). Likewise, the use of computers has the potential to be a catalyst for change in the learning environment, especially through the broadening of traditional student/teacher relationships (Held et al. 1991). Dwyer et al. (1991) suggest that to maximize the benefits of computer use it is important to shift the view of learning from "knowledge instruction" to "knowledge construction." According to the knowledge construction view, the more important knowledge is that which is constructed by the students rather than that which is transmitted by the teacher. Teachers who support this view recognize the importance of the active involvement of their students in learning and the need for a learning environment that encourages students' independent exploration of ideas. Here, the teacher's most important roles are as tutor, co-learner and facilitator of students' explorations (Budin 1991). An approach such as this that emphasizes inquiry into real-world, multiple-perspective, globally-oriented issues best supports a view of students as active constructors and shapers of their own knowledge who are able and willing to think for themselves. Less emphasis is placed on acquiring and presenting information and more on constructing knowledge, making meaning, drawing on personal life experience and taking responsibility for learning (Jonassen 1996). According to David Jonassen (1996), an expert in the area of constructivist uses of computer technologies, what is more important is the students' engagement in cognitive partnership with the technology so that the computer becomes a mind tool for critical thinking. He argues that such uses of technology require learning opportunities based on real-life tasks and environments and must include opportunities for exploring and doing as well as for feedback and reflection. The diversity of media available through computers enhances this exploration and allows students to actively create meaning (Boyer & Semrou 1995). Problem-based learning is one approach to constructivist learning with technology
that is gaining in popularity. This approach uses significant questions or problems
to organize the content to be learned. Computer technologies can be an effective
vehicle for introducing problems for student investigation because they "allow
students to experience a shared context in which they engage in sustained thinking
about complex problems. Technology can simulate a real-world situation in which
complex episodes must be revisited or examined for information in a way that real-time
activity does not allow" (Barron & Goldman 1994, 84). A WebQuest is one example of the
problem-based learning approach to the use of the Internet that has a lot of potential
for both teachers and learners of social studies. A WebQuest is a computer-generated
tool that presents students with a challenging task, scenario, or a problem to solve
using both computer and non-computer based resources
(see for example Computers as research tools In addition, students are more motivated to explore ideas further using the computer
(Morden 1994). Since the computer is seen as a real-life tool applicable to future employment,
its use lends authenticity to the students' work and promotes attitudes important to life-long
learning (Means & Olson 1994). As well, the use of computers can enhance what students are
able to produce. An eight year study of K to 12 classrooms (Dwyer 1994) found a
10% to 15% improvement in achievement scores among regular computer users, as well as 30% gains
in student productivity. The use of the word processing capacity of computers eliminates some
of the frustrations of writing and enables some children to better express their ideas in
writing (Edinger 1994). Consequently, students write increased amounts, more effectively
and with more fluidity (Dwyer 1994). The more professional quality of the products adds to
this sense of greater accomplishment (Means & Olson 1994). Students' polished-looking
computer-generated products provide immediate gratification and build confidence in
writing abilities (Held et al. 1991). While students are encouraged to write because of
the facility the computer affords, the polished looking results can create a "psychological"
resistance to making changes, resulting in a hesitancy to complete all stages of effective writing.
As well, the limited view of a document on a computer screen can make it difficult for
students to learn to follow a complex series of events and thoughts and to check the flow
of the argument (Nugent 1993). Previewing sites to determine their appropriateness for
students' developmental levels, providing print copies of longer documents, and using
concept mapping tools such as Inspiration Important research skills need to be carefully taught and monitored to ensure students are developing proficiency in their use. Students need to learn how to frame research questions in order that the information being accessed from the vast pool of what is available is relevant to their query. Electronic sources such as the Internet provide current, in depth, firsthand information and allow for communication with peers and experts around the world. Students also need the skills to be able to make sound judgments about the vast pool of information they are now able to access through tools such as the Internet because of the variable quality and reliability of information. Since there are no official gatekeepers for Internet postings, students need to learn to be their own critical judges and censors. Without instruction and practice in how to critically examine and make informed choices, information gathering can become a mindless exercise in which quantity overrides quality (McKenzie 1997). According to McKenzie (1997) it is important to question the kind of information being accessed, how that information is presented, what is being done with it, and when it becomes too much. The abundance of material accessible, especially via the Internet, can result in students easily getting side-tracked and spending a great deal of time off task (Gibson & Hart 1996). Furthermore, this sort of information-gathering exercise does little to promote historical thinking and understanding, including being able to distinguish between knowing "that" something happened versus knowing "how" to make sense of the event (Yeager & Morris 1995). Research tells us that, as with other forms of media, students (and adults) are inclined to view the computer as a neutral conduit, to accept the computer as an authority, and to think of the information, such as that accessed via the Internet, as the "Truth" (Ragsdale 1991). Students need to be encouraged to conscientiously use critical thinking skills to make both appropriate and ethical choices when using computer generated information, just as they would for making judgments about other resource materials being used in the classroom (Risinger 1998). They need know how to apply the skills of drawing conclusions from data, seeing several points of view, distinguishing fact from opinion, and finding meaning in information, as they interact with computer technology (Lengel 1987). As Jamie McKenzie (1997, 2) states that we need a generation of highly skilled "free range students capable of simultaneously grazing the Net and reading deeply." Students will also need skills to organize greater masses of information in effective ways because of the abundance of sources available to them. Additionally, they will need direction and frequent opportunities for meaning making, for applying the skills of drawing conclusions from data and for representing their learning for the benefit of others and themselves. Software that encourages students to organize, analyze and report the information collected can assist with the development of these skills (Yeager & Morris 1995). Database programs like those available through word processing programs are best for developing these skills especially as they become more sophisticated, readily available in schools and easier to use. Computer technologies also need to be viewed as both content and tools. Students need to understand how the computer has, and is, changing the basic fabric of our educational and social systems (Diem 1995). They need to be encouraged to think about the technologies they are using and the relevance and appropriateness of their use (Postman 1992). They need to be given opportunities to explore and discuss what happens as society creates and implements technologies, particularly relating to moral, ethical and equity issues arising from developments in human communication, the redefining of community, the effects on cultural unity and diversity, and changes in the ways we gather and analyze information (Gooler 1995). Addressing these issues would help to develop an informed citizenry better able to carefully consider consequences and make difficult choices relating to the use of technologies (Lento O'Neill & Gomez 1998). Computers and collaborative learning As well students tend to be fascinated by the possibilities of electronic communication
for contacting other students and adults in different parts of the world to exchange ideas
about topics of mutual interest (Boldt et al., 1995). They view information gathered in this
fashion as being more connected to "real" local, national, and global issues (Wilson & Marsh 1995).
There is great potential for computer technologies to contribute to the development of
effective citizens through these on-line learning communities (Fontana 1997) and for students
to gain firsthand knowledge of other cultures (Peck & Dorricot 1994). Every classroom will soon
have the potential to be a global learning environment. In this way, computer technologies can
help to bridge the gap between the world of school and the dynamic needs and interests of young
citizens by engaging students in projects that encourage collaboration and draw on multiple
perspectives to investigate real world issues. Such increased exposure to first-hand
information could potentially overcome students' insular views of the world (Morden, 1994).
A variety of collaborative opportunities are now available using the Internet. For example,
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