Literacy
by Design: Why Is All This Technology So
Important?
Jeff Wilhelm, University
of Maine, Orono
Voices
from the Middle, A Publication of the National Council of Teachers of English,
Volume 7 Number 3, March 2000, pp. 4-14.
"When
there is a [division] between upper and lower classes of our information
society then computer literacy will be the distinguishing talent. The
elite will be those who can read and write with the computer; they will
use the machine in their work and probably for their recreation as well.
The computer illiterate will at best be passive users/readers of the machine.
They may be able to enter data-as cashiers now do for cash registers that
are already microcomputers they will not be able to compose and design
with the machine across the spectrum of semiotic [multimedia] communication.
" (Bolter, 1991, 224)
"Technology
has everything to do with literacy. And being able to use the latest
electronic technologies has everything to do with being literate."
I
direct a summer technology institute for teachers, and lead the strand
for teachers of the English/Language Arts. This past summer, when I made
this opening remark to my participants, I heard some murmurs that hinted
at a few raised hackles. Little did they know that the fun was just beginning!
Next
I told them that J. David Bolter, a renowned classics scholar and the author
of Writing Space (1991), argues that if our students are not reading
and composing with various electronic technologies, then they are illiterate.
They
are not just unprepared for the future, they are illiterate right now,
in
our current time and context. Bolter stresses that hypermedia is just our
most current communication tool in a hypertextual world. He writes that
if kids aren't composing with hypermedia right now, then they are already
way behind the curve.
But
What Is Hypermedia?
It
became apparent that many of the teachers weren't absolutely sure what
"hypermedia" really is, so I launched into an explanation. Hypermedia is,
quite simply, a computer software platform that allows us to communicate
through nonlinear, multimedia text.
By
nonlinear,
Imean
that there are multiple ways to navigate through the text. Unlike a traditional
book where the text naturally flows from page I to page 2 to page 3, in
hypertext the reader can go from any "hypercard" (or Web site, or screen
display) to any other "card" that is part of the "hyper- text as a whole,
made up of various cards. From any one card, you can access any other related
cards you would like by using "buttons" or "hotlinks" (see
Figure 1). Multimedia means that the hypertext will include
various "sign systems" or communication media. This may include traditional
forms of written text, composed on what is known as a "text field," as
well as sound, video, graphics, scanned images, animations, and other forms
of media that can be put on the hypercard's "background" or accessed through
"buttons" on the card.
Because
of the nature of hypermedia, documents tend to be long, linked with multiple
other documents and composed by various authors. Hypermedia is the platform
of the World Wide Web, and it is clear that it already plays an important
role in how we communicate and do work in the world.
Let's
use the World Wide Web as an example of hypermedia. You use a search engine
and find a Web site of interest to you, for instance "skateboards." There
will be a variety of graphs, visual images, video clips, and text for you
to "read." There will also be hotlinks to other Web sites with related
information, which were probably composed by other authors. By clicking
on those hotlinks, you can proceed immediately to another site of your
choice-about skateboards, roller skates, other extreme sports, or any other
related topic. In fact, the Web itself can be seen as a single "text" made
up of compositions by multiple authors who have linked their creations
in various ways. Search engines help us to navigate these texts.
This
explanation complete, and my victory secured, I boasted to my institute
participants: "Now you surely see the importance of hypertext as a current
communication form that will only become increasingly important in the
future. Soon, even our television sets will be connected to the Web and
more and more personal and professional work will be done over the Internet."
The
Future of the Book; the Future of Reading
Still
unconvinced, the teachers with whom I was working started to argue with
me, so I pulled out the big guns. "Seen any papyrus scrolls lately?" I
harangued them. "No? Guess why not? They used to be the very latest form
of text, totally en vogue. The most literate people used them. But
guess what? The scroll was supplanted-totally obliterated and
replaced by a new kind of text: the medieval codex."
They
fell momentarily silent, so I seized the advantage and was not about to
let up. The full court press was on.
"Been
to the local library lately? Seen any codices? No? Why not? Because a new
technology came along that made the codex totally and utterly obsolete.
Yes,
Gutenberg's printing press and Gutenberg's book created a completely new
kind of writing space-one that was more efficient and effective. So the
codex became history. And the scribes? They became obsolete, too! Do you
want that to happen to you--or to your students?
"But
here's the exciting part, and
the scary part," I almost half-whisper,
building to my denouement. "Pretty soon you will go to the library and
there will be no more books. You can kiss your beloved leather-bound volumes
goodbye! They are already being replaced by a new technology and a new
kind of writing space-much more powerful, available, and useful than the
printed page. And this writing space is hypermedia!"
At
this point a certain kind of controlled pandemonium broke loose. Even though
my strand was made up of fairly progressive practitioners who were attending
our institute precisely because they wanted to know how to integrate new
technologies into their language arts teaching, they were in no way ready
to participate in a revolution-par- if it meant giving up life, literacy,
and teaching as they had experienced and known it, and even more particularly
if it meant giving up their beloved books. Well, someone had to break the
news to them and I guess it was coming down to me. It's not that I didn't
empathize; I know that teachers are already too busy and may be overwhelmed
by the idea of "going online." But we are in the midst of a huge cultural
shift in the history of literacy, and as uncomfortable as that may be,
we need to roll with it or get knocked to the ground by "all the cyberspace
going 'round" (to paraphrase the famous Eisley Brothers tune).
After
listening good and hard to the remonstrations of my group, and enjoying
some good chuckles, I eventually got the floor again. "Wake up, people!"
I
told them. "The cyber-revolution has been won! It's over! We live
in a hypertextual world and must prepare our students to live in one! This
doesn't mean that literature is dead, or that we won't read novels or poetry--it
just means that these arts will exist in a new writing space, with new
possibilities and permutations, sometimes in conjunction with art and video
and sound."
As
I spoke, I was reminded of something Ted Nelson (the visionary coiner of
the terms "Magic Paper," "hypermedia," and "docuverse"--his concept of
the Internet) once said, "All writing and reading are ... the try and try
again interplay of parts and details against overall and unifying ideas
which keep changing. Hypertext makes these activities visible, more available,
and more possible for students.... The fundamentals of reading and writing
will not change, but will be enlarged and made richer."
So
I pressed on, trying to address their concerns. "Some stories are meant
to be read in a particular order without other media, and you'll still
be able to do that in electronic form. You can already download several
of your favorite titles into an eBook (electronic book). If you are sentimental,
you can buy one that looks and feels like a book and you can take it to
the beach and you can flip pages with a click of an on-screen mouse. And
when you are done, you can download another favorite book. And you will
be reading it just the way you read now, but with the possibility of clicking
on any word to get a definition, on any idea to get further information
on it, etc., etc. Our ability to support and enrich our own reading will
be extended. People, where's the downside here?"
But
the protest continued; most were worried about the status of literature.
"Any text that has an index is attempting to be hypertextual-to allow you
to navigate your own way through a text," I tell them. "And think about
all the canonical texts that are essentially nonlinear--that can be read
in various orders and ways--and are therefore hypertextual." I quickly
brainstorm a list on the overhead.
Tristram
Shandy, Sterne
Spoon
River Anthology, Masters
Hopscotch,
CortazarPale
Fire, Nabokov
Remembrance
of Things Past, Proust
-
Giles Goat-Boy,
Barth
(which actually uses hypertext)
-
The French
Lieutenant's Woman, Fowles
-
The Name of
the Rose, Eco
-
Borges's stories,
such as "Library of Babel" or "The Labyrinth."
"All
of these great literary works could have been written on hypertext to great
advantage. The same is true for the popular Choose Your Own Adventure books.
And now there are literary works that are being written on hypermedia platforms.
I'm thinking of Michael Joyce's bestseller Afternoon."
But
the outcry bubbles up again; new protests are voiced. "This stuff won't
happen," someone yells out. "There is no way to see what the future will
look like."
"The
technology for all of this already exists," I tell them. "In fact,
there is a patent out for a liquid crystal newspaper. Your personal electronic
servant, or 'knowbot,' can be programmed to gather all of the news that
interests you to create your own personalized newspaper. Which, if you
happen to be sentimental, you can then download into your electronic newspaper
which looks and feels like a newspaper and that you can carry around and
read on a park bench. And if you want to know more about a particular term,
person, or issue that comes up in your reading, you can click on a hotlink
to find associated stories and explanations. This is hypertext! And this
is the text of the present and of the foreseeable future."
I
sense another source of their fear. They see hints that integrating technology
into their classes will change how they teach, what they do in their classrooms,
and what will be read and written-what the very stuff of the curriculum
will be. And they are right. But to my mind, this is all to the good. After
all, if the world and literacy change, we must change, too. We must embrace
a permanent state of change and learning as our lot, and part of living
a happy life as a teacher and as a Net denizen. I am reminded of Landow
(1992), who wrote, "Educational hypertext redefines the role of instructors
by transferring some of their power and authority to students. This
technology has the potential to make the teacher more a coach then a lecturer,
and more an older, more experienced partner in a collaboration than an
authenticated leader. Needless to say, not all my colleagues respond
to such possibilities with cries of glee and hymns of joy... But the possibilities
for the learners are endless." (p. 123)
Now
I head to the conclusion of my opening pep talk. "Literacy has always been
about using the most powerful cultural tools available to make and communicate
meaning. At the present, those tools happen to be multimedia tools that
use video, graphics, sound, and traditional text in a hypermedia format.
If we or our students don't know how to critically use these tools to their
fullest meaning-constructive potential, then we--and they--are illiterate.
We are riding on the crest of a huge cultural tidal wave--a massive textual
Tsunami. The question is this: will we surf on the crest of the future's
breaking wave-which will be exciting, scary, and outrageously fun--or will
we drown in it?"
Still
sensing their profound unease, I try to reassure them. "The current technologies
are very easy to learn; the harder part will be using these technologies
to teach kids to read and write and think better. The electronic information
revolution doesn't make teachers or pedagogical knowledge obsolete. Oh
no. It makes us as teachers all the more important. The foundational competencies
of reading, critical interpretation, and composing are more important than
ever, and the effective ways of teaching these things are more important
than ever. At the same time, these skills have become more complex and
more challenging. Now kids need to know how to read traditional text and
how
to critically read videos, pictures, and graphs. And they must understand
how these work together.
"Years
ago, a student who was not a good reader or composer could look forward
to a happy and fruitful experience in particular walks of life without
a lot of literacy challenges. No longer. Custodians must program the microcomputers
on climate controls and furnaces. Auto mechanics use computers to diagnose
and repair cars--cars are, in fact, run by computers! Every Web site visited
needs to be critiqued, crosschecked, and examined for reliability and validity.
The challenges are greater than ever; the need for the most excellent teaching
in the language arts is greater than ever. And we can't teach kids what
they need to know to participate in a hypertextual world unless we come
to understand it and make use of it ourselves."
Thus
began this past summer's technology institute--and an exciting, fulfilling,
and rollicking time it turned out to be.
Remember,
we aren't educating students for the past, but for their present and their
future. Understanding the links between current technologies and literacy
is vital to our profession. If you are a teacher who is not fully embracing
current technologies and integrating them into your classroom, I direct
the same speech-and the same promise-to you: when
you start to use technology for important learning goals, you will enliven
your teaching, motivate your students, and teach them more effectively
for the world they already live in. And you will be in for an exciting
time riding the crest of the wave of the future!
So,
How Can We Do It?: A Curriculum of Design
Computers
possess what Sherry Turkle (1995) calls "holding power." Turkle, who studies
the psychology of the cyberworld, argues that computers engage people in
powerful ways, and that we can create powerful attachments to the machine,
its uses, and its artifacts. Though there are costs as well as benefits
to this power, I have found the computer to be a very useful tool for motivating
and engaging reluctant students, and for assisting them to read, compose,
and learn in new ways (Wilhelm and Friedemann, 1998).
Part
of this holding power might stem from the insight that we must teach students
from where they are to what they might become, from their current, reality
to their future possibility. Computers are an integral part of many students'
current reality and are therefore a powerful starting point from which
to teach them. For those students who do not have access to computers,
it is ever more incumbent upon us as educators to introduce them to this
technology, for all the reasons cited above.
Professional
teachers know that though content is important, knowing how to learn is
even more essential and transferable. Students must be able to take new
and more expert ways of knowing forward with them to the next learning
situation, be it in or out of the classroom.
The
notion of "student-design" learning environments (Lehrer, 1993) is an attempt
to make the classroom a part of real life endeavor, and to therefore create
more meaningful and powerful learning in terms of both content and cognitive
skill. But it is also an attempt to meaningfully reform education from
the bottom up. In such a curriculum, students inquire and experiment together
with the ultimate goal of designing a good and useful product. This inquiry
involves the reading of a variety of texts (including literature) that
address a vital issue, and then composing a knowledge artifact that represents
what has been learned.
"Design
curricula" restructures traditional teaching and learning in ways that
are transformative and that work toward further transformations. As Landow
(1992) predicted, implementing a design curriculum necessarily and simultaneously
transforms many aspects of the classroom, including the roles of teachers,
students, and outside experts, as well as of knowledge artifacts, assessment,
and the place and use of technology in the classroom.
Though
I have worked with students to design many things, including video documentaries,
museum exhibits, electronic security systems, artificial joints, city plans,
dramas, and social campaigns, I believe that hypermedia design has particular
strengths that help to support student literacy development. Hypermedia
design is also easily adaptable into current school structures and constraints.
Baseball
Over
several years, my team-teaching partner Paul Friedemann and I have worked
with students to assist them in designing electronic artifacts such as
Web sites, hypermedia and video documents, and computer kiosks for museum
exhibits. Most of our work has been conducted during blocks of integrated
social studies and reading classes. The school in which we worked has about
750 students and a lab of 27 badly outdated, and intermittently operable,
Mac Classics. (When we began doing video design, we had access to 4 Power
Macs with AV capacities.) Despite our lack of the most current technology
(in both quality and quantity), our students were able to learn a lot while
creating personally relevant and meaningful products. Since most of our
work was done without the computer (asking questions, finding information,
reading, note taking, organizing and analyzing information), we needed
relatively little of the highly sought-after computer time-usually a week
or less of computer time would suffice to complete any given project.
Most
of our hypermedia work has been done around student inquiry during our
cultural journalism unit (see
Figure 2) or our human identity/psychology unit (see
Figure 3).
Typical
of our experience was a group of boys with whom I worked this past year
during a unit on popular culture. Obviously fueled by the much publicized
home run race between Mark McGwire and Sammy Sosa, one group of seventh
graders became interested in the question of who is the greatest baseball
player of all time. As this group was busily reading, interviewing a local
sports columnist, visiting Web sites, and learning how to create their
own database, one of the boys looked up and sighed, "Man, this is way more
complicated than I ever thought ...... Another group member rejoined, "Yeah,
and way more interesting!"
Though
considered at-risk students, these boys had been thriving in an environment
of a technology workshop. Their design classroom was using technology to
assist them in asking their own questions, to use their own initiative,
to make decisions, to work together, and to become better readers, writers,
and learners. They all reported that they read more, including literary
works like the McKissacks' Black Diamond, than they had at any other
time in their memory.
When
the boys originally asked the question: "Who is the greatest baseball player
of all time?" they thought they already knew the answer: Mark McGwire,
by virtue of his 70 home runs, was the greatest hitter and baseball player
of all time. This assumption was soon shattered when they interviewed a
local columnist who asked how Mark McGwire could ever be considered the
peer of Ty Cobb or Babe Ruth. Their initial belief was further eroded as
they went to the World Wide Web to access databases of baseball statistics
about a variety of hitting, fielding, and throwing categories. Their inquiry
was complicated by their discovery of the Negro Leagues and the many great
players who had been denied the chance to play in the Major Leagues, or
who, like Satchel Paige, did so only in the twilight of their careers.
They also began to discuss the intangible qualities that make a player
great, and finally, inspired by a series of ESPN commercials, they considered
the difficulty of comparing pitchers and hitters, and of comparing fielders
to catchers.
Demonstrating
their inquiry process, their final hypermedia document presented their
final conclusion and argument-a multimedia case that Babe Ruth, the one
and only Bambino, is in fact the greatest player of all time.
What
Is Design?
To
summarize briefly, let me cite David Perkins' (1986) notion that all knowledge
must, in fact, be designed, and that the metaphor of design provides a
global purpose and motivating goals for student learning. This purpose
frames and gives meaning to student work and provides continuity over long
periods of time, from initial problem identification and planning sessions,
through reading and developing information, to the actual development,
testing, and final presentation of a product. The artifacts of design that
students create throughout the process and the final products themselves
become concrete "objects-to-think-with" (Papert, 1980). Since design products
are used for such purposes as teaching other students or solving an actual
problem, there is a high degree of motivation and authenticity for all
tasks. Classroom work is organized around learning to design and learning
to think about design. [Editor's note- See
the review of Wilhelm's and Friedemann's book Hyperlearning: Where Projects,
Inquiry, and Technology Meet in Clip and File. In that book, they
explain the process of design and provide examples of instructional strategies
and student work.]
Design,
then, is really about "learning how to learn," which Papert (1996) argues
is the only thing really worth learning in a technologically advanced world
where knowledge itself and the way it is represented are constantly changing,
and where available information doubles in a matter of months.
It
is essential that students be actively taught throughout the process of
design, and that this teaching meet their emerging needs as designers.
Both the product (the artifact being designed) and process of learning
(e.g., ways of reading and writing particular kinds of texts) are always
kept in view and actively supported by the teacher. This creates a meaningful
situation for all the learning that takes place, and an immediate and visible
use for what has been learned.
Throughout
this process we continually modeled procedures, scaffolded and assisted
student development through minilessons and test runs, provided multiple
practice opportunities, and eventually diminished our assistance as students
came to use new strategies independently. Then it was time for us to teach
and assist students to use new strategies at a different stage of their
design process. Though the process does take time, our own research and
that of other design researchers show that the payoffs are great, particularly
for students who may be the most disenfranchised by school (see Wilhelm
and Friedemann, 1998).
The
Power of Design
Let's
return to our baseball group to demonstrate a key advantage of a design
classroom: the decentralization of the system of learning in the classroom
(i.e., the distribution and sharing of expertise across group members).
For instance, in our baseball group, the boys divided up different eras
of baseball history and dispatched two boys to learn all they could about
the Negro Leagues. Content knowledge was developed individually and then
distributed to other group members. Everything was brought back and processed
by the whole group for use in their joint project.
This
also worked with technology use and procedures for doing things. One boy
knew about spreadsheets and another about databases. A third boy learned
how to use a graphics program for representing statistical data. These
boys then became the experts who did that kind of "work" for the group,
and who taught others how to do it. Another group member learned how to
use AvidCinema so that video clips could be edited and downloaded into
their stack. Joe learned how to use MIDI (Musical Instrument Digital Interface)
tools and taught the members of the group how to use them to create a soundtrack
for certain cards. In these cases, expertise about technology, about particular
software packages and intellectual tools, and about ways of doing things
were also shared and used for the overall purposes of the group.
As
we can see from these examples, design provides a context in which students
learn ways of learning.
In order to design, the group members need to know how to find information,
read it, share it, and distill it. There are plenty of opportunities here
for teachers to teach search strategies, reading strategies, note making
strategies, and analysis strategies that span across the language arts,
math, music, and other domains of knowledge.
In
the process of design, knowledge is not separated into arbitrary domains
like math, science, or social studies. Students use the tools and learn
the content that are important to answering their questions and solving
their problems. In this way, design is a powerful tool for integrating
curriculum (Beane, 1990). Not only are knowledge domains integrated and
balanced, but other aspects of learning that are often divorced in school
but blend together seamlessly in real life are called upon as we "design"
schedules, solutions, lessons, etc. In other words, because a product must
be created, knowledge (e.g., about baseball statistics) is never divorced
from its use (to rank, to assess, to make a case about who is the best
baseball player of all time). Process and product are also balanced: students
must learn ways to find and work with data that will help them make arguments
and convince audiences (in this case, their classmates and the community
audience at a Parents Night).
Additionally,
format must be balanced with meaning: students must figure out the best
way to present what they have learned (e.g., introducing the question about
baseball's greatest player through a direct statement of the question,
through an interactive quiz, or through a video clip of McGwire's record-breaking
home run; this would engage the current audience and lead to a surprise
as an argument against McGwire is subsequently undertaken). Individual
agency and local level tasks (learning the graphics program or learning
about the Negro Leagues) are balanced with collaboration and global level
tasks (helping each other to combine and represent data so that the final
case for Babe Ruth can be made).
As
these examples show, design is a powerful metaphor that provides both a
way to use technology for learning and a way for transforming school settings
and the work we do there. This is because design connects intimately to
students' interests and their need for relevance in the world as they know
it. Design is immediate because it requires the knowledge to create a concrete
product that will be made available not only to other students, but to
wider audiences as well (e.g., we offered a community learning fair and
posted hyperstacks with QuickCard on our Web site). In addition, as students
use the latest technologies to do research and to compose meaning, they
develop critical standards about how these technologies work, and how documents
using these technologies are constructed and used.
DiSessa
(1992) writes that creating an environment for student designers is valuable
on many levels. First, it is a highly reflective activity. Students need
concrete objects to reflect on; an object that they have designed allows
them to reflect on process and product and to articulate and reflect on
their own standards for successful problem solving.
DiSessa
further argues that design is democratic. It simultaneously addresses the
interests, goals, skills, and needs of multiple students. Students have
choice and do meaningful work, with assistance provided quite naturally
by other students, teachers, community members, and electronic resources.
Because design is a collaborative, purposeful activity (in this case, to
teach each other about issues of popular culture) that meets the needs
of a community, it also meets Dewey's criteria for democratic work. And,
I should note, it is an evolving activity that cannot be fully planned
in advance. Design immerses participants in the excitement of exploring,
the creation of something new, and in the joy of understanding. It is the
essential nonstandardized activity.
Critical
Standards
In
a world where students can access information through a variety of electronic
sources of varying quality and origin, it is essential that students develop
critical standards for information. And in a world where message can be
overwhelmed by format and media, it is important for students to develop
their own standards for all compositions, including multimedia ones, from
the inside view of designer.
Toward
the end of our popular culture unit, the design teams presented drafts
of their hyperstacks to classroom review boards. Over the course of the
unit, students had developed their own critical standards for information
quality, local level tasks like questioning, design tasks like creating
hypercards, and the final product itself. These standards had been continually
revisited and had, therefore, continually evolved as we worked together
to understand and articulate what made a question work, what was necessary
to a useful hyperlink, what constituted information quality, etc.
Students
become good at what they have the opportunity to do and at what they are
assisted to do. When students are helped to make and apply critical standards
in a variety of situations, they become good at doing so (see Erickson
and Lehrer, in press). In the case of the critical standards for our final
products, the criteria evolved from an initial near obsession with presentational
qualities (e.g., using glitzy multimedia tools like video and music, including
long chunks of text, etc.) to a clear consideration of audience (text must
be short and readable, media must connect to card topic, the single point
of each card must be clear, links between cards must make sense, navigational
tools must be provided).
In
this and other cases, the original criteria were superficial and very concerned
with the technological capacities of search engines or hypermedia programs.
However, the final criteria matched up much more closely with teachers'
critical concerns about good reading, writing, sense making, and understanding.
Through technology, technological goals for learning can be met. But more
than that, students can come to develop and share our understandings about
foundational competencies like reading and writing.
When
teams presented their question to roundtable groups or when they presented
a draft of their hyperstack, they were making their learning visible to
others. Once others offered critiques and suggestions (e.g., during the
questioning roundtables or the initial presentation of the baseball stack),
peers and the teacher could provide the help students needed to make improvements.
Conclusion
Current
recommendations for transforming schools focus on leaving behind the dominant
teacher-centered, information transmission model (the sage on the stage)
to one that embraces student-student and student-teacher collaboration;
scheduling flexibility; highly relevant, exploratory, integrated curricula;
and democratic participation of students, staff, parents, and community
in a problem-centered educational process. Prominent recommendations also
point to the need for more meaningful contexts in which to read and learn,
and for the greater integration of technology into meaningful learning
projects. (See, for example, NASSP, 1996; Maine Commission on Secondary
Education, 1999.)
The
influential educational psychologist Vygotsky argued long and hard that
teaching must be organized in such a way that inquiry, reading, and writing
"are necessary for something, in a way that is part of complex cultural
activity, not as isolated motor skills for school" (Dixon-Krauss, 1996,
p. 128). Otherwise, he feared, no real learning would occur.
A
design curriculum meets these recommendations for transforming learning
environments and enhancing student learning. Design curriculum, according
to Brown and Campione (1994), is not just about helping students to design
powerful artifacts. It has an additional agenda: to transform schooling.
They argue that design "synergesticly"motivates kids and motivates new
ways of teaching and "doing school." Design simultaneously transforms many
aspects of traditional classrooms, such as the roles of teachers, students,
and community resources; of curricular design and its relationship to assessment;
of instructional procedures and contexts; of the place of technology and
other tools in the classroom; of the relationship of school knowledge to
the real world. Ultimately, all this serves to restructure the purposes,
structures, and activities of school at the deepest level. This kind of
transformation of our language arts classrooms is badly needed during a
time when literacy and text are being radically transformed.
This
is how Jon summed up his "transformative" work with the baseball group:
"We went in thinking one thing, and came out thinking something really
different, and knowing ... really knowing what we knew and why we knew
it and why knowing it that way made, you know, sense! And before, we would
have disagreed with other people, but now we could really argue with them.
And probably win--because now we know stuff and how to argue with it."
Jon
is describing quite a transformation. If we design classrooms in which
students can design knowledge with our latest cultural tools, such transformations
will become our stock in trade.
Refrences
Beane, J.
(1990).
A middle school curriculum: From rhetoric to reality. Columbus, OR
National Middle School Association.
Bolter,
J. D. (199 1). Writing space: The computer, hypertext, and the' history
of writing. Hillsdale, NJ: Erlbaum.
Transfer interrupted!
t-size:10.0pt">Brown, A., & Campione, J (1994).
Guided discovery
in a community of learners. In K. McGilly (Ed.), Classroom lessons:
Integrating cognitive theory and classroom practice (pp. 229-270). Cambridge,
MA: MIT Press/Bradford Books.
DiScssa,
A. (1992). Images of learning. In E.DcCorte, M. Linn, H. Mandl,
& L. Verschaffel (Eds.), Computer-based learning environments and
problem-solving (19-40). NATO Series, ASI Series F. New York: Springer
Verlag.
Dixon-Krauss,
L. (1996). Vygotsky in the classroom: Mediated literacy instruction
and assessment. White Plains, NY: Longman.
Erickson,
J., & Lehrer, R. (in press). The evolution of critical standards as
students design hypermedia documents. Journal of the Learning Sciences.
Joyce,
M. (1987). Afternoon, a story. [Computer software]. Watertown, MA:
Eastgate Systems.
Landow,
G. P. (1992). Hypertext: The convergence of contemporary critical theory
and technology. Baltimore: Johns Hopkins.
Lehrer,
R. (1993). Authors of knowledge: Patterns of hypermedia design.
In S. Lajoie & S. Derry (Eds.), Computers as cognitive tools (pp.
197- Hillsdale, NJ: Lawrence Erlbaum.
Maine
Commission on Secondary Education.(1999). Promising futures: A call
to improve learning for Maine's secondary students. Augusta, ME: Department
of Education.
National
Association of Secondary School Principals (1996). Breaking ranks: Changing
an American institution. Reston, VA: NASSP.
Papert,
S.
(1980). Mindstorms: Children, computers, and powerful ideas. New
York: Basic.
Papert,
S. (1996). The connected family. Atlanta: Longstreet.
Perkins,
D. N. (1986). Knowledge as design. Hillsdale, NJ: Erlbaum.
Turkle,
S. (1995). Life on the screen: Identity in the age of the Internet.
New
York: Touchstone/Simon & Schuster.
Wilhelm,
J. D., & Friedemann, P. (1998). Hyperlearning: Where projects, inquiry,
and technology meet. York, ME: Stenhouse.
My thanks to Paul Friedemann, Gail Garthwait,
Richard Lehrer, and Julie Erickson, whose ideas and assistance permeate
these pages!
Hyperlearning:
Where Projects, Inquiry, and Technology Meet
Jeffrey
D. Wilhelm, and Paul D. Friedemann
ISBN
1-5711-0054-7, Stenhouse, 1998, 184 pp., $19.50
For
the middle school teacher, multimedia technology in the classroom is a
valuable means to an end. Jeffrey Wilhelm's and Paul Friedemann's new book,
Hyperlearning,
is
an effective guide for educators who want this technology to work for them
in school, as it already does for their kids outside of class. For example,
the book is particularly helpful in presenting how to construct the stacks,
giving step-by-step directions. Chapter 2 assuages fears: "The Promise
of Hypermedia." Chapter 3 redefines teaching: now it is referred to as
"assisting performances." Chapter 4 reveals the nuts and bolts of hypermedia;
the rest of the text is similarly instructive.
Happily
reassuring for the novice, "stacks of cards" can be manipulated through
a system of ways to ask and answer various questions. Hyperstacks can be
linked to other stacks containing valuable reading and writing activities
by way of "buttons." This linkage promotes powerful instruction; more detailed,
better researched work; and enhanced creativity.
Wilhelm
and Friedemann, with Julie Erickson's assistance, have taken lifelong learning
to an intriguing new level in hypermedia. Highly recommended.
By
Rosemary Petzold, Principia Upper School, St. Louis Missouri
"Clip
and File: Reviews of Books for Middle-Level Teachers" in Voices
from the Middle, Volume 7 Number 3, March 2000