slide 1: PROS AND CONS IN COMPUTER AIDED TEACHING
Abstract
Computers are important in education because they force us to reconsider how people
learn how they are empowered and what the nature of learning and useful information is.
We cannot avoid the presence of computers in our schools and colleges because they are
forcing educators to re-evaluate the very nature of what and how we teach. An advantage of
having computer-assisted instruction in the classroom is that the computer can serve as a
tutor. Teachers can only aid students in the learning process so far. Computers can assist
teachers and act as a tutor for the students who are falling behind. One of the biggest
problems in the world today is illiteracy. Each year thousands of students graduate from high
school reading at the elementary school level or not reading at all. Every student should have
the opportunity to receive additional assistance when they need it. Teachers are doing the best
they can with literacy issues in the classroom and computers can reach the students that the
teachers cannot. Although the advantages of having computer technology in classrooms
outweigh the disadvantages the writer can respect the concerns of the people who are against
computer technology in the classroom. Many people argue the computer does all the work for
the students not allowing them the opportunity to digest what they have learned. Boyle
1998 argues that information technology “may actually be making us stupid.” p. 618. He
argues that the computer takes more of the thinking process out of students. This paper is an
attempt to discuss the pros and cons of implementing computer aided teaching and learning in
the classrooms.
Key words: class computer information learn school student teacher technology
The role of computers in schools and colleges advanced quickly with many strong
opinions as to their worth and how they would change education including their effect on
children. The introduction of computers in Indian schools began relatively slowly with the
first computers being installed in the 1990s Twining 2002 and by the mid 1995s most
secondary schools had a room with enough computers for a class. These computers were
generally used in Information Technology IT lessons and taught word processing and
programming tasks using MS DOS operating systems. By 1999 students attending schools
had access to computers and a study by Livingstone and Bovill 1999 found that just over
slide 2: half of 6-to-17-year-olds had access to the internet via a computer at home and 92 from
computers at school Livingstone and Bober 2005. Several years on the proportion of
students with a computer at home is likely to be far higher.
Some radical theories accompanied the introduction of computers into schools and
colleges. Illich 1971 for example had a vision of a de-schooled society in which schools
and teachers would simply wither away. Papert 1993 agreed stating that he believed that
computers would fundamentally change education and ultimately make the school redundant.
This view assumes that the student is motivated to learn and that computer technology could
adapt to the student’s progress and achievements rather than it being tool in the same way as
pencils or textbooks. This is not to say that technology does not have availed place in
distance learning opportunities but without a driving force in the form of a teacher to respond
to progress mark work and praise achievements the process of learning would be a very
isolated experience whereby it would be difficult to know how to progress. Others warned
against the overuse of computer technology in education. Healy 1998 suggested that the fun
element of computing can mislead children into regarding learning as a matter of instant
reward. More recently Armstrong and Casement 2000 have argued that developing skills
with the software emphasizes speed and control at the expense of thoughtfulness and
understanding. Further illustrating these concerns was a report entitled Fools’ Gold: a
Critical Look at Computers in Childhood Codes and Miller 2000 produced by the Alliance
for Childhood. This report documented profound objections to the use of computers in
education and listed a number of potential problems and issues including physical hazards
such as musculoskeletal in injuries visual strain and obesity emotional and social hazards
such as social isolation emotional detachment and commercial exploitation and moral
hazards such as exposure to inappropriate material. Cordes and Miller warn that emphasizing
computers in childhood may cause a lack of creativity stunted imaginations impoverished
language and literacy skills plagiarism and poor concentration. The concerns range from the
obvious to the tenuous that is from potential repetitive strain injuries and the potential
dangers of social networking sites to more vague concerns. In a review of the report
Buckingham 2007 highlights that it assumes that children’s use of the computer will replace
other activities totally. Buckingham is also critical of the lack of a definition of key terms
such as creativity and imagination and of the issues around their measurement. He argues
that underlying these opinions:
slide 3: Is a border suspicion … of the apparent dehumanizing effects of technology:
computers are deemed to promote forms of disembodied rationality and mechanistic abstract
thinking that are fundamentally at odds with human qualities such as emotion imagination
and creativity. They isolate students from their peers parents and teachers and hence
prevent the development of fulfilling personal relationships and deprive them of essential
sensory and physical experiences that are vital for development.
Buckingham 2007 p.45
It is possible that the overuse of computers may be detrimental to students and this
literature highlights the need for teachers to carefully consider how computer use may benefit
the students. The use of computers in education should seek to enhance and integrate with
the planned learning experience rather than be an easy option or an `add-on’ to lesson or
because `it’s fun’ for the student.
Others display a more positive opinion on the use of computers in education. In 1995
Bill Gates stated that `computers will allow greater productivity and efficiency in education’
and continued `children naturally love computers… kids and computers get along just great
because kids aren’t invested in established ways of doing things’. This view was mirrored by
Papert 1993 who suggested that computers had the potential to accommodate diverse
learning styles and that technology often contributes to greater interaction among students
themselves and between students and instructors. In the early years of the twenty-first
century the climate was optimistic. Chen and Armstrong 2002 are also optimistic and offer
the following positive outcomes and conditions for an IT-rich education:
ÿ Greater effectiveness in terms of time and cost savings of the classroom teaching-leaning
processes.
ÿ Greater motivation and satisfaction of students to learn with a variety of technologies.
According to Ofsted 2004 this can be seen in Design and Technology lessons especially
with regard to the boys.
ÿ Greater reach out to students who would otherwise not be able to study.
ÿ Global access communication and multiple interaction online and offline and self-
management.
ÿ New possibilities of monitoring students individual progress extent of Interaction study
styles etc. which are not possible without technology.
ÿ Technology enhanced tasks for multidisciplinary studies removal of barriers between subject
and disciplines which were otherwise adversely affecting education.
slide 4: ÿ Paradigm shift by way of evolving new roles of teacher and students.
ÿ Students to explore for themselves as cognitive apprentices and teacher to be facilitators and
change agents.
Chen and Armstrong 2002 p.30
The concerns raised in response to the rise in computer technology use in schools are
valid as are the positives. Used appropriately with sensitive regard to the individual as with
any set of tools available to the teacher the use of technology in lessons will ensure that
student learning is positive and enhanced and the negative effects are reduced.
In the first decade of the twenty-first century technologies have driven an accelerating
application of computers in the classroom. Indeed Cooper 2006 reports that computer
software manufactures have turned out hundreds of programs designed to assist teachers in
delivering instruction in every discipline from art to zoology in an effort to make learning
fun but warn that more though needs to be put into the design of these programs. To some
extent this confirms some of the concerns raised previously with regard to computer use
namely that in an effort to make learning fun some of the subtleties in the game design and
teaching with technology required to take advantage of the wide range of learning benefits
possible were missed. More than just in the changing design of the programs this expansion
and the speed at which it takes place presents further issues that need to be considered and
planned for in education. Skills learned now in Year 7 will be outdated by the time the child
leaves school in year 11 probably sooner. From the author’s own experience in the past six
years some schools have implemented three new versions of CAD software along with three
operating systems with a fourth introduced in 2011/12 Windows 2000 Windows XP Vista
and Windows 7. Fisch and Mcleod 2007 pp. 24-6 made an interesting point with regard to
this. Using web-based research the authors concluded that the amount of new technical
information was doubling every 72 hours While this is not academic literature and there is
no evidence to suggest that the rate of increase in new technical information did occur at the
alarming rate stated there is no doubt that software and technology used by students is likely
to have changed by the time a Year 7 student enters the workplace. This poses a problem
previously noted by the author and succinctly put by Fisch and Mcleod 2007 who state that
as teachers’ we are preparing students for jobs that don’t exist yet using technologies that
haven’t been invented yet in order to solve problems we don’t even know are problems yet’.
In the opinion of the author this echoes the reality of teaching Design and Technology today.
slide 5: To ensure that the advantages of using computers in education are maximized it is
important to consider here that using a computer in teaching is not a simple task and requires
changes in educational practice to ensure that the tools are used in the most appropriate way
Sheingold and Hadley 1990. One teacher was quoted as saying.
Learning is no more about the computer than it is about a pencil. But in saying that I
must qualify it isn’t just a tool. The computer has profoundly changed the way we interact
with information. So we must change the way we teach. Information is not learning and the
process of transforming information into knowledge/learning is what education is about.
Teachers need to understand more about how learning takes place if they are to use
technology to facilitate that learning. What do we want students to know and be able to do
AAUW 2000 p.18
The focus has clearly shifted from the technical aspects of the software to how we as
teachers can best use it to enhance teaching and learning in our classrooms. While the type of
computer use may differ in various teaching situations some elements remain the same it is
these aspects that are frequently the focus for research and discussion. Within a Design and
Technology lesson for example the student may use a wide variety of software from generic
software such as word processing or subject-specific interactive software which aids self-
learning in the form of instruction then question and answer both of which require little
instruction to other software which may be subject-specific such as photo-manipulation and
modeling software which require instruction. It is the common elements in these programs
which are identified by Squires and McDougall 1994 in `The Perspectives Interaction
Paradigm’. Their framework considers that there are three people involved in the use of
educational software the teacher the student and the designer of the software and focuses
on the interaction between these people. It considers the interaction between the teacher and
student while the software is being used how students’ learning can be improved while using
the software and how the teacher uses the software to improve and extend their teaching.
Although to establish an effective pedagogy when using CAD programs in schools the
interaction between these three people needs to be carefully considered.
Twining 2002 also suggests the use of a computer practice framework to enhance
planning the use of ICT in the classroom as well as exploring the impact that using ICT has
had in practice. The framework considers primarily three aspects: quantity i.e. the amount
of computer use during lesson time focus i.e. the objectives supported by computer use
slide 6: and mode i.e. the impact of computer use in the curriculum. Emotion is an important force
in learning and it can affect how information is received and processed. This is especially
evident in computer use. There is considerable research that centres on the `technophobia’
some students feel when considering using a computer and this has opened new debates on
gender differences in student performance. Evidence suggests that some students embrace
ICT while others are apprehensive about their own abilities to develop technological skills.
A concern noted by the author of this thesis during lessons and previously raised by
Musta’amel et al. 2009 is that perceptions that users have of CAD systems and their
expertise can significantly influence their performance’ p.54. A further concern for
students is one of image as often students are concerned others will view them as the
stereotypical `computer geek’ valentine and Holloway 2001. Other emotional concerns
involve the interaction between the student and the instructor for example student
perceptions of an instructor’s knowledge. Research has shown that the more confident and
able an instructor appears to be the more positive the attitudes of the students towards
computers Pektas and Erkip 2006. This follows Banduras’s theory 1997 that a positive
role model increases the student’s self-efficacy. This theory also identifies negative effects
Smith 1986 reports that when student confidence increased following exposure to computer
classes the instructor’s confidence went down.
As previously stated prior research has shown that gender has an important role to
play in the emotions and the way in which students use computers. Early studies reported
that girls were more fearful of technology than boys and therefore spent less time using it
Collis 1985 Culley 1988. This was not a straight divide as girls were found to be more
competent at programs like word processing and email and boys were more competent at
programming and game playing Turkle 1984. Within these categories ofboys and girls
subcategories have been identified:
Computer-competent girls who use computers at home and school in a task oriented
way including communication but rarely use the computer for leisure activities.
Techno boys who are highly computer literate and enjoy programming as well as hacking
and game playing often labeled by their peers as `boffins’ or `geeks’. The Lads who use
computers for game playing and browsing on the internet trying to access restricted sites and
the Luddites who find computers stupid and boring and are reluctant to use them. These
groups have different preferences when using the computers and need to be considered.
Valentine and Holloway 2001. P. 68
slide 7: Further differences in the ways students approach computer activities were
highlighted in Tech-savvy: Educating Girls in the New Computer Age. Written by the
Educational Foundation of the AAUW American Association of University Women in
2000 in response to growing evidence of a lack of interest and participation in computer
activities by girls the report considers ways in which the gender gap could be reduced. This
gender gap was highlighted by a previous report written by the AAUW called Gender Gaps
and was then summarized in Tech-savvy:
Educating girls in the new computer age. In its inquiries into gender issues in computers and
education the commission charged with writing the report found that:
Girls are concerned about the passivity of their interactions with the computer as a
`tool’ they reject the violence redundancy and tedium of computer games and they dislike
narrowly and technically focused programming classes. They also often associate computers
with solitary and isolated activities which they don’t enjoy as much as social interaction
AAUW p ix.
The AAUW report continues by stating that `too often these concerns are dismissed as
symptoms of anxiety or incompetence that will diminish once girls “catch up” with the
technology AAUW p ix. The report suggests that rather than having a phobia of technology
girls are providing a critique of computing culture which needs to be heard and responded to.
The report quotes Siann 1997 p.120 who wrote `I can but I don’t want to’ which suggests
that women are being both pragmatic in relation to the rewards computing offers and making
positive choices about wanting jobs that allow for the exercise of social skills and greater
interpersonal contact. This view is shared by Clegg and Trayhurn 1999 who state that the
question that should be asked is `what is wrong with computing’ not `what is wrong with
women’ some possible methods suggested by the report to try to reduce the gender gap
include increasing the visibility of women who have taken the lead in designing and using
computer technology and highlighting the human social and cultural dimensions and
applications of computers rather than the technological advances. Some of these suggestions
have been addressed to some extent since the AAUW report was written and computer use
has become more human and social. Social networking sites such as Facebook and Twitter
have increased in popularity and more girl-friendly games such as role-play activities and
interactive games that can be played with others have been released. As such there is a
growing debate as to whether the gender divide still exists Livingstone and Bober 2005
which is reflected in a wide range of research studies. Many believe that a divide does still
exist but for a variety of reasons. Cooper 2006 believes that much of the gender divide is
slide 8: due to stereotyping from an early age which leads to a self-fulfilling prophecy. This view is
shared by Carter 2010. Stoilescu and Egodawatte 2010 agree that a divide remains and
report that the use of computers to compete a task rather than use manual techniques
continues to be a source of anxiety for girls and women and that boys and men are generally
more comfortable with using them. A more localized view specific to Design and Technology
is offered by an ofsted report from 2004 which noted a difference in male and female
interaction with technology when it stated that overall the effective use of ICT in teaching
brings several benefits to the development of pupils’ Design and Technology capability and
that one of these benefits is increased self-esteem and motivation and this is especially seen
in boys. In contrast to these studies Uzun and Sengel 2009 report no significant attitude
differences between genders and a study by Khatoon and Mahmood 2011 states that during
a mathematics task the females had an even more favourable attitude towards the computer-
based work.
One possibility is that the divide exists but that it is task-related rather than linked to
the technology in general. Livingstone and Bober 2005 report that there are differences in
the types of website males and females prefer to visit which presents different risks to each
group. Carter 2010 believes tht the divide still remains an issue because stereotyping exists
as computer software is often aimed at what boys like and as such girls don’t engage with it
in the same way. Many of the games produced to assist in the classroom centre around
standard arcade-type game themes such as war sport or space. Girls prefer to use the
computer as a leaning tool rather than for play. Carbonaro et al. 2010 suggest that game
construction rather than play is a gender neutral activity and can teach higher order thinking
skills if a gender divide pertaining to a task exists then activities which break down the
known stereotype and promote confidence in those that need it either males or females are
needed to promote the best learning experience when using complex CAD software. It is
likely that this will require some careful consideration in terms of making any intervention
appeal to both males and females.
Conclusion
In conclusion the advantages discussed concerning computer technology in the
classroom outweigh the disadvantages. Computer technology is a positive supplement to
bridge the gap between education and the technological world in which we live. Computer-
assisted technologies in schools offer students greater access to information an eager
motivation to learn a jump-start on marketable job skills and an enhanced quality of class
work.
slide 9: Bibliography
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3. Provenzo E. F. Brett A. McCloskey G. N. 1999. Computers curriculum and
cultural change. Mahwah NJ: Lawrence Erlbaum Associates Publishers.
4. Wehrle R. 1998. Computers in education: The pros and the cons. Retrieved on February
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