Impact
of ICT on Learning
While theoretical arguments can be put
forward to provide a strong rationale for the use of
ICT, the only real rationale is based on
whether, in practice, it has a positive impact on
learning, the learners, and teachers. This
report will now review the impact of ICT on
learning, students, the curriculum, teachers,
schools, and school systems. The relevant
connections between these entities are shown
in the diagram below that will act as a
theoretical framework for the discussion.
Figure 3
Concept map indicating relationships between learning environment entities and
external
entities.
Impact of ICT on
Learning & Teaching Page 16 of 73 Dr C. Paul Newhouse
No
direct link between learning and the use of ICT!
While it would be convenient to be able to
make a direct connection between the use of ICT
and learning outcomes, most reputable
educational researchers today would agree that there
will never be a direct link because learning
is mediated through the learning environment and
ICT is only one element of that environment.
Studies that have tried to identify this mediated
impact of ICT on learning have found it
impossible to entirely remove the effects of other
elements of the learning environment.
There is little purpose in attempting to
compare the cognitive outcomes when using
computers, with using a textbook or some
other resource. Salomon (1994) supports this view
by arguing that it is not possible to study
"the impact of computer use in the absence of the
other factors" nor to assume that
"one factor impacts outcomes independently of the others"
(p. 80). The educational aim is to embed the
computer support in the learning environment
(DeCorte, 1990), rather than to try to
isolate its effect on learning. Using computers in
learning is concerned with methods of using
the technology to create environments and
learning situations. There have been many
decades of solid educational research, not
necessarily related to using computers, on
which to base decisions about appropriate
applications of computers to learning. For
example, Mevarech and Light (1992) suggest that
the relationships between student
characteristics, learning environments, behaviours and
schooling outcomes are crucial and need
further research, yet there has been much
research which has considered these
relationships in other contexts than educational
computing.
Rieber and Welliver (1989) criticise media
comparison studies, claiming that they were of no
value applied to research into the use of educational
television and therefore many question
their value to educational computing
research. They quote from the report of a 1984 USA
government educational task force which
suggested that one of the four important points for
improving the use of educational technology
in schools was the “identification of instructional
problems and development of realistic
solutions” (p. 22). As a result, they argue that media
selection should be the final step in
instructional design, not the first, because “different
learning situations call for different
instructional elements and certain media have the ability
to utilize certain features much more readily
than other media” (p. 26). They suggest that the
identification of educational problems should
be the first step. They cite LOGO as an
example where there was “no systematic plan
for incorporating this new thinking technology
into the schools” (p. 26) and as a result,
they argue, it failed.
If the aim is to offer new learning
opportunities or to improve the way in which current
learning activities are implemented then the
overall effectiveness of learning environments
and episodes is of paramount concern, not
whether they are more effective with or without
computers. Therefore in implementing computer
applications it is necessary to start by
deciding what a student, teacher or school
wants to achieve. To achieve these outcomes,
teachers can then rely on long traditions of
educational theory, their own experience and
knowledge of the educational situation (e.g.
student attributes) to make decisions about what
the learning environment should look like and
what inputs into the learning process are
required. Finally, teachers can identify what
problems are associated with providing these
environments and inputs and tailor computer
and other support to provide solutions. This
approach ends with decisions concerning
computer support rather than starting with such
decisions (for an example refer to Campione
et al., 1990).
A report from the ImpaCT2 study (Becta, 2002,
p. 3) conducted in the UK found that,
There is no consistent
relationship between the average amount of ICT use reported
for any subject at a given
key stage and its apparent effectiveness in raising standards.
It therefore seems likely
that the type of use is all important.
There
can be a positive impact
While there is no direct link between using
ICT and student learning the weight of evidence
now clearly shows that indirectly there can
be a significant positive impact. Over the past 30
years there has been an increasing amount of research
conducted to investigate this impact
with increasingly clearer findings of positive impacts
when ICT is used appropriately.
On average, students who used
computer-based instruction scored at the 64th
percentile on tests of achievement
compared to students in the control conditions
without computers who scored at the 50th percentile. (Schacter, 1999)
\West Virginia’s Basic Skills/Computer
Education program was more cost effective in
improving student achievement than (1)
class size reduction from 35 to 20 students, (2)
increasing instructional time, and (3)
cross age tutoring programs. (Mann et al., 1999)
Differences in attainment associated
with the greater use of ICT were clearly present in
more than a third of all comparisons
made between pupils’ expected and actual scores
… (Becta, 2002)
Given the right conditions for access
and use, significant gains in student learning are
recorded with ICT. (Laferrière,
Breuleux, & Bracewell, 1999)
Since learning is mediated through the components of the
learning environment and
particularly the curriculum (pedagogy and content)
therefore it is useful to start with a
consideration
of the impact of ICT on the curriculum.
The Learning
Environment as Mediator of Learning
We are interested in what effect the computer is likely
to have on the classroom environment
and whether it is likely to find a harmonious and useful
role in that environment. ICTs
provide the support to extend the possibilities for
creating learning environments (Committee
on Developments in the Science of Learning, 2000). The
most important entities in
determining a classroom environment are the teachers. In
most classrooms it is the
teacher(s) who decides what content is important, directs
student learning, assesses student
learning, structures the environment (e.g. rules and
routines) and chooses and provides the
materials to be used. However, the student role is also
critical.
Teacher/Student
Roles
The teacher will always have a role in directing what and
how students learn whether this is
by controlling the instruction or providing the learning
situations. The students will always
play both passive and active roles in the teaching and
learning scenarios. It is suggested
that the balance of control and roles is likely to shift
towards student participation with the
use of ICT to support learning processes. This transfer
of roles or control often occurs
spontaneously and naturally in a classroom within an
activity (Committee on Developments
in the Science of Learning, 2000). Riel (1998, p. 9)
concludes that the balance of control
may ultimately not be “under the complete control of the
teacher, nor under the complete
control of the learner” with the “inclusion of many
people with differing expertise” as ICT is
used to support a learning community.
Teacher as Manager
While computers can be used in a demonstration mode most
of the range of computer use
involves computers being used by students. Therefore as
indicated earlier this necessitates
a more student-centred approach. A teacher-centred
approach could still be adopted
through use of selected demonstration and tutorial
applications. To accommodate a
significant role to the computer in the classroom there
needs to be a number of changes to
the role of the teacher. How significant these changes
are for a teacher depends on what
they perceive to be their current role. The teacher needs
to become a catalyst for learning
rather than being the focus. The teacher becomes a
learning model for the students not an
expert in everything. The teacher is a facilitator of
cooperative learning by involving students
in real problem-solving. In the apprenticeship model, the
teacher may use ICT to model an
activity and then scaffold the learner (Committee on
Developments in the Science of
Learning, 2000).
Teachers need appropriate communication and management
skills. For example, clear
instructions (verbal and written) have to be presented so
that most students do not need to
call on the teacher for assistance regularly, appropriate
tasks have to be assigned to
individual students, ground rules have to be established
for interaction with other students
and computer equipment, and hardware and software have to
be made available to students
when they need them.
It is acknowledged that a problem for teachers using
computers is evaluating whether
students are engaged and with what. Further, teachers
must evaluate student learning
needs in order to provide them with appropriate tasks and
software. Problems concerning
evaluation require teachers to spend more time in
one-to-one interaction with students and to
have skills in interpreting student output (e.g. spoken,
written).
Student Responsibility for Learning
While the teacher’s role in the classroom is
fundamentally important to computer-supported
learning, the student’s role is also significant. If the
environment is to become more studentcentred
then there is a necessary shift of responsibility for
learning away from the teacher
and toward the student. Students need to become more
self-directing and motivating and
thus take more responsibility for their own learning.
This is not to say that the teacher has no
responsibility. The teacher needs to provide a structure
within which students can learn.
This includes providing tasks, asking questions,
providing resources, and setting ground
rules. Students themselves can become the experts on
particular topics (Riel, 1998).
Innovations involving the use of computers invariably
place additional demands on students.
For the students it may represent a new approach to
learning in which they have to develop
confidence and competence. It has been noted that there
may be significant changes to
their role which are complementary to changes in the
teacher’s role. This may require them
to develop skills concerned with taking more
responsibility for learning and relying less on the
teacher. They may need to develop skills in making
decisions for themselves and with other
students. In addition, practical skills such as the
ability to follow instructions presented on
paper, by a teacher or on a computer screen need to be
developed.
Students will also need to develop skills in determining
and assessing their own learning.
For example, self-directed learning using computers
usually implies the use of more visual
forms of instruction and information than verbal.
Therefore students need to have increased
levels of comprehension and concentration. Students need
to develop skills in recording and
evaluating their findings and progress. With the help of
the teacher they need to be able to
interpret their findings and make decisions about
directions for learning.
Models of
Implementation
It has been noted in the last section that the
effectiveness of computer applications is very
much dependent on the manner in which they are
implemented. While it is important to have
well designed software, appropriate hardware, and skilled
users, all of this is in vain if the
application is poorly implemented in the classroom
(Committee on Developments in the
Science of Learning, 2000). Implementation requires
integrating the application into the
curriculum so that it is a meaningful experience for
students and the management of the
classroom environment, including teacher and student
roles and behaviours, computer and
non-computer resources and materials.
Given that an application is appropriate, successful
implementation depends on good
planning by the teacher, and appropriate teacher and
student behaviour during class time.
Planning needs to entail - integrating the application
with other instructional and learning
strategies, preparing support materials, developing
strategies for the management of
hardware, software and students (e.g. providing access,
timing). Teacher behaviours
include: using the management strategies, monitoring
student progress, guiding student
learning, and coping with unforeseen problems. In
addition appropriate student attitudes and
behaviours need to be fostered. For example, students may
have to work independently and
follow written or screen instructions. Therefore, if the
students do not possess the skills to
work independently and follow instructions carefully then
it is likely that the implementation
will be ineffective no matter how well planned the
activity, or skilled the teacher.
It is important in the long term that teachers develop
their own methods and strategies for
implementing appropriate computer applications, however
initially teachers find it useful to
follow models based on successful implementation by more
experienced teachers.
The Models
A model for implementation is a blueprint based on
experience and theory which can be
used to guide the teacher. Any model will reflect in a
dynamic way a set of values and
perceptions. Consider three general models for the
integration of computer use into the
classroom, with each model representing a different
emphasis on the interaction between
students, computer system and teacher.
Whole-Class Model One-to-One Model Group-Work Support
Model
These models largely reflect the nature of the
interaction between the students and the
computer(s) (Figure 4) but do not necessarily dictate a
particular mode. Often the availability
of hardware, software and the design of software may
dictate which model is used. In the
whole class model a computer system is used in learning
experiences which involve all the
students working as a large group and often this will
involve demonstration mode computer
use. It is a teacher-centred model with the emphasis on
the teacher controlling any
computer-student interaction. In the one-to-one model the
emphasis is on the computerstudent
interaction and therefore it is more student-centred.
Typically this involves each
student working individually at a workstation but not
necessarily all at the same time. The
group work model implies that students will work in
groups of two or more with groups having
access to a workstation. Here the emphasis is on
student-student interaction with the
computer system and teacher facilitating this interaction
and the completion of group based
tasks. Naturally there are many variations on each general
model.
Figure 4 Three
general models of interaction for the implementation of computers in
classrooms.
Main interaction is
shown with double arrows, support interaction shown with thin line
A number of key parameters may be identified in
describing the implementation of computer
supported learning environments or activities. Here we
define eight distinct implementation
models based on the parameters: location,
student/computer (S/C) ratio, method of providing
access to computers, control of computer(s), task
direction (by whom), and operating
instructions (strategy for provision).
Table 2
Implementation models for the use of
ICT in learning environments.
Model Loc# S/C Ratio
Access* Control Task
Direction
Operating
Instructions
1. Whole-Class
'Lock-Step'
Lab 1 or 2 Unlimited Teacher Teacher
Demonstration
2. One-to-One
Teacher Control
Lab 1 Unlimited Teacher Teacher or
Computer
Demonstration
or text
3. One-to-One
Student Control
Lab 1 Unlimited Student Student
Demonstration,
on-line or text
4. Group-Work
Support
(Laboratory)
Lab 1 comp per
group
Unlimited Students Students
Demonstration,
on-line or text
5. Whole-Class
Demonstration
Lab or
Class
Total of 1 None Teacher Teacher
Demonstration,
front of class
presentation
6. One-to-One
Rostered
Class > 1 Roster
system
Students Teacher or
student
Demonstration,
on-line, peer
tutoring or text
7. One-to-One Self
Select
Class > 1 selfselecting
queue
Students Teacher or
student
Demonstration,
on-line, peer
tutoring or text
8. Group-Work
Support
(Classroom)
Class < 1 comp
per group
roster, selfselecting
queue
Students Students Demonstration,
on-line, peer
tutoring or text
# Location: Lab
implies either going to a laboratory of computers or using enough portable
computers.
*Self-selecting queue
implies that students go to a computer when there is one available.
Different Roles
for Different Environments
The role of the computer within the learning environment
concerns the way in which it is used
in the teaching and learning processes. The computer may
assist the teacher in instructing,
instruct students, aid student learning or be a tool to
complete tasks. The role the computer
plays has implications for the choice of hardware,
software and teaching strategies by the
teacher. Also there are implications for both teacher and
student roles.
The following will outline the fundamental considerations
for the implementation of each
model. The hardware and software requirements are not
necessarily dictated by the model
being implemented, rather more related to the mode of
computer support (i.e. tutorial,
simulation etc.). Hardware and software requirements are
discussed in the next section.
Roles for
Computers
Many classification systems have been devised to describe
the roles of computers in
learning and teaching. For example, Perkins (1992)
proposed five generic categories to
describe the variety of ways in which educational
technology can be used in classroom
learning: Information Banks, Symbol Pads, Construction
Kits, Phenomenaria, and Task
Managers. He defines Information Banks as
resources whose main task is to provide a
source of information about topics. Symbol Pads he
defines as resources, such as word
processors calculators and pencils, which are designed to
provide construction and
manipulation of symbols. Construction Kits are
resources such as Lego and laboratory
apparatus which allow learners to assemble entities. Phenomenaria
resources allow
learners to scrutinise and manipulate phenomena (e.g.
microscopes). Finally Task
Managers are those resources which set tasks
for learners and may also help with the
execution of the tasks and provide feedback. Clearly as a
learning resource, computers
have the capability to fulfil all these roles.
Schanks and Cleary (1995) focus on what they call, goal-directed
learning. They discuss the
need to develop active learning environments in which
students are encouraged to pursue
intrinsically motivating goals which are related to intended
learning outcomes. They suggest
that computer software can be used to support this
scenario. For example, they created a
simulation, Sickle Cell, of a medical counselling
situation which includes a blood laboratory
where the goal is to "identify the clients' gene
types" which is related to the intended outcome
of "learn[ing] about red cells and hemoglobin".
They recommend a range of software tools to
support goal-directed learning with scenarios.
1) Simulation-Based Learning by Doing Tools
Tools that will enable people to
"learn by doing" by placing them within simulated
situations that replicate real world
environments.
2) Knowledge Organization and Retrieval Tools
Tools that can help organize the
massive amounts of video, textual, and machine
readable data required.
3) Teaching Tools
Tools that will support different
teaching methods which are appropriate in different
contexts.
4) Tools to Enhance Thinking
The computer has the power to serve as
a real thinking aid by asking pertinent
questions that help the user clarify
his thoughts.
5) Interaction Tools
There are many ways to enhance the
process of interacting with a computer such as
with
natural language processing tools.
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