Developing
a Definition of IT
Because
I have been studying Instructional Technology for over fifteen years,
my own definition of it has developed over time. While the authors,
in Chapter 1 define IT as:
“.
. .the study and ethic practice of facilitating learning and
improving performance by creating, using, and managing appropriate
technological processes and resources”
my
own definition started out about where the chapter began: The adding
in of technology elements such as movies, computer programs, etc. to
a lesson plan.
But,
as I began to teach in schools that provided more access to different
and more advanced technologies, I started to question that view. I
reasoned that, after all, if it’s just an add on, why keep
advancing to newer and newer versions of the same thing. Why not
develop different forms of technology. For example, we had word
processor software on computers back in the 1980’s which worked
pretty well. So, if technology is just an add-on, why would we need
newer, better versions of word processors? We wouldn’t!
Then,
I was introduced to Alan November at a professional development
seminar. His philosophy that technology should not be additive, but
transformative addressed the very questions I was debating in my own
mind. According to November, technology should not be just a bigger
faster way of doing the same old things. Instead, it should be a new
way of thinking, of doing, of learning, of functioning.
At
that point, I thought I had my definition of IT set. It was using
technological tools to find new ways to do the tasks that we, as
teachers and students, have to do.
Then,
on reading Reiser and Dempsey’s definition, I was brought to the
realization that educators also need to contribute to the development
of new technologies. After all, who is better qualified to guide the
process of creating and developing new educational tools?
Applying
IT
During
a class for my current degree, I created the design of a game-based
lesson to teach students holiday and party vocabulary, customs and
traditions in Spanish. This game was designed to allow students to
first practice their vocabulary in a home setting where they were
playing the role of exchange students in a Spanish speaking country.
Then, as the game progressed, they were assigned by a member of the
host family to go into the market place and get the supplies for the
celebration that they were preparing to celebrate. At each “vendor”
the student had to request what was needed from that shop and
successfully secure the needed supplies. Only upon successfully
completing the shopping at that particular shop could they move on to
the next shop. If they requested something incorrectly, the
shopkeeper would present them with what they actually requested.
Then, the student would have to correct and clarify, re-attempt the
request. The game was successfully completed, or won, when the
student had successfully completed all shopping tasks, assisted with
preparations, and celebrated with the family.
1.
ID is student centered – focused on elements that the student would
enjoy and be likely to actually use in life
2.
ID is goal oriented – prepare students for life in a foreign
country where they would have the potential to visit through either a
foreign exchange program or an educational travel opportunity
3.
ID focuses on meaningful performance – celebrations, holidays,
culture, traditions are part of life for everyone, in every part of
the world
4.
ID assumes outcomes can be measured in a reliable and valid way –
every “level” of the game and the game as a whole required
students to achieve a minimum level of proficiency before moving to
the next level
5.
ID is empirical, iterative, and self-correcting – students had the
opportunity to improve their performance at every “level” even if
they achieved more than the minimum level of proficiency; when
students did not meet the minimum level, they were presented with
review materials that would help them to brush up on their language
before the next attempt at that level
6.
ID typically is a team effort – This one was minimal in this
particular development. I consulted with other Spanish teachers who
approved different aspects and offered suggestions, but nothing
beyond that.
Instruction
Media – What is Included?
Instructional
design and instructional media are different things, as Reiser points
out, but they do work together. Without media, at least a minimal
amount of it, no amount of ID will get us very far. For example, in
my game that I designed, there wouldn’t be any progress toward the
goal of learning a chunk of the Spanish language without the media of
the software, the computer or other device on which to run the
software and the media through which the lessons were presented prior
to the students attempting the game.
While
I agree with Reiser that chalkboards (or marker boards) and teachers
are not instructional media, I have to disagree about the textbooks.
Books are media. Textbooks are created with the purpose of educating
someone on some subject. Therefore, textbooks are instructional
media. Admittedly, they are a very old technology, but are still in
use and still useful.
On
the other hand, teachers and chalkboards are like the printers and
paper that we use with our computers. They aren’t the media, but
rather one means of creating that media.
Instructional
design must incorporate media in order to be successful. As I
mentioned above, without some form of media through which to transmit
the lessons of the ID, there would be no point in creating any amount
of instructional design, because it would serve no purpose. However,
I do not believe that ID should designate any particular media as the
only means to use. Rather, it should offer suggestions of different
media that could be used, but allow that the teacher could reasonably
adapt the design to whatever media is available. This is especially
important if we want teachers to push the envelope of incorporating
new technologies into their classes.