May 22, 2013

Are we right to fear computers in education – or in life?

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In this post, I’m going to look at some fun fiction about computers, then raise some questions about whether our fears are rational, or whether we really do need to question much more closely our addiction to technology, especially in education. This is not so much focused on specific new developments such as MOOCs (see: My Summer Paranoia) but on what it is reasonable to expect computers to do in education, and what we should not be trying to do with them.

Computers in film and print

There was an interesting article in the Globe and Mail on October 20 about IBM’s super computer, WATSON, being used to ‘help conquer business world challenges.’ Dr. Eric Brown of IBM actually described how WATSON was being used to help with medical diagnosis, or what he called ‘clinical-decision support,’ and how this approach could be extended to other areas in business, such as call-centre support, or financial services to identify ‘problems’ where large amounts of data need to be crunched (did he mean derivatives?)

Just after reading the article, I accidently came across an old 1970 movie on TVO last night, called, ‘Colossus: the Forbin Project‘. It was based upon the 1966 novel Colossus, by Dennis Feltham Jones, about a massive American defense computer, named Colossus, becoming sentient and deciding to assume control of the world. It does not have a good ending (at least for mankind’s freedom).

Colossus was the name given to the first large electronic computer, used to break the German Enigma code in the Second World War. It was located at Bletchley Park, England, not far from where the Open University's headquarters are located.

The date of the movie is interesting, made at the height of the Cold War, but when challenged by the power of in fact two supercomputers (Colossus in the USA and Guardian in the Soviet Union) which decide to communicate with each other and combine their power, the Americans and the Communists come together to fight – unsuccessfully – the mutual threats from the computers, suggesting there is more in common across humanity than there is between humanity and machines.

Of course, this movie came two years after Stanley Kubrik’s masterful 2001: A Space Odyssey, where HAL, the spaceship’s computer, begins to malfunction, kills nearly all the crew, and is finally shut down by the last remaining crew member, Dave Bowman. So we now have a score: humans 1, computers 1.

Then there is my personal favourite, the Matrix (1999). The film depicts a future in which reality as perceived by most humans is actually a simulated reality or cyberspace created by sentient machines to pacify and subdue the human population, while their bodies’ heat and electrical activity are used as an energy source. Upon learning this, computer programmer “Neo” is drawn into a rebellion against the machines, involving other people who have been freed from the “dream world” and into reality. I put this one down to a draw, since there have been two sequels and the battle continues.

Lastly, a new film is coming out in March, 2013, based on Orson Scott Carson’s wonderful book ‘Ender’s Game‘, first published in 1985 and slightly updated in 1991. (If you have teenage boys, this is a must for a Christmas present, especially if they generally hate reading). In preparation for an anticipated third invasion from an insectoid alien species, an international fleet maintains a school to find and train future fleet commanders. The world’s most talented children, including the novel’s protagonist, Ender Wiggin, are taken at a very young age to a training center known as the Battle School. There, teachers train them in the arts of war through increasingly difficult games including ones undertaken in zero gravity in the Battle Room where Ender’s tactical genius is revealed. Again, the book explores the intersection between virtuality and reality.

Computers: promise and reality

It is interesting to look at these old science fiction movies and novels and today’s computer world, and see where progress has been made, and where it hasn’t. Colossus in some ways anticipated the Internet, as the two computers searched for ‘pathways’ through which to communicate with each other. We certainly have much more remote surveillance, especially in the United Kingdom, where almost every public space is now under video surveillance, and where increasingly governments are exerting more monitoring over the Internet, both for protecting individual freedoms, such as monitoring sexual exploitation of minors, and for more insidious purposes, such as industrial and political espionage. Claims have been made that 2011: Space Oduyssey predicted the iPad. Ender’s Game comes very close to representing the complexity and depth of many computer games today, and conspiracy theorists will tell you that the first moon landing was filmed in Hollywood, so close do movies come to presenting fiction as reality.

However, despite Watson and distributed computing, many of the developments in this early science fiction have proved to be much more difficult to implement. In particular, although all these early movies assumed voice recognition, we are still a long way from having the fluency depicted in these movies, even after more than 40 years of research and development. For instance, try communicating with WestJet’s or Telus’s automated answering systems (and in WestJet’s case, it frequently fails to recognize the spoken language of even native English speakers – such as myself!) These ‘voice recognition’ systems manage simple algorithmic decisions (yes or no; options  1-5) but cannot deal with anything that is not predictable, which is often the very reason why you need to communicate with these organizations. In addition to the difficulties of voice recognition, these systems are clearly designed by computer specialists who do not take into account how humans behave, or the reasons they are likely to use the phone to communicate, rather than the Internet.

As Dr. Eric Brown of IBM admits, ‘When you try to create computer systems that can understand natural language, given all the nuance and ambiguity, it becomes a very significant problem.’ As he rightly says, human language is often implicit and tacit, using signs and meanings which humans have learned to almost automatically and most times correctly interpret, but which are very difficult for computers to interpret. Indeed, in recent years, more progress seems to have been made on face recognition than voice recognition, no doubt driven by security concerns.

Face recognition has made more progress than voice recognition

The biggest challenge though that computers face is in the field of artificial intelligence, and in particular how humans think and make decisions. As already noted, computers can handle algorithms very well, but this is a comparatively small component of human decision-making. Humans tend to be inductive or intuitive thinkers, rather than deductive or algorithmic thinkers. Computers tend to operate in absolute terms. If part of the algorithm fails, then the computer is likely to crash. Humans however are more qualitative and probabilistic in their thinking. They handle ambiguity better, are willing to make decisions on less than perfect information, and continue to operate even though they may be wrong in their thinking or actions – they tend to be much more self-correcting than computers.

Can we and should we?

This raises two important questions:

  • will it be possible to design machines that can think like humans?
  • And more importantly, if we can do this, should we?

These questions have particular significance for education, because as Dr. Brown of IBM said, ‘to build these kinds of systems you actually need to leverage learning, automatic learning and machine learning in a variety of ways.’

At the moment, even though WATSON, the world’s largest computer, can beat experts at chess, can outperform humans in memory games such as Jeopardy, and can support certain kinds of decision-making, such as medical diagnosis, it still struggles with non-algorithmic thinking. One human brain has many more nodes and networks than the largest computers today. According to Dharmendra Modha, director of cognitive computing at the IBM Almaden Research Center:

We have no computers today that can begin to approach the awesome power of the human mind. A computer comparable to the human brain would need to be able to perform more than 38 thousand trillion operations per second and hold about 3,584 terabytes of memory. (IBM’s BlueGene supercomputer, one of the worlds’ most powerful, has a computational capability of 92 trillion operations per second and 8 terabytes of storage.)

However, research and development in psychology probably will lead to developments in artificial intelligence that will enable very powerful computers, probably using networked distributed computing, to eventually outperform humans in more intuitive and less certain forms of thinking. Dr. Modha went on to predict that we’ll be able to simulate the workings of the brain by 2018. I’m not so sure. If we still haven’t satisfactorily cracked voice recognition after 40 years, it may take a little more than six years to tackle intuitive thinking. Nevertheless, I do believe eventually it will be possible to replicate in machines much of what is now performed by human brains. The issue then becomes whether this is practical or cost-efficient, compared with using humans for similar tasks, who in turn often have to be educated or trained at high cost to do these activities well.

Answering the second question – whether we should replace human thinking with computers – though is much more difficult. Machines have been replacing human activity since at least the Renaissance. The printing press put a lot of monks out of business. So won’t computers start making teachers redundant?

This assumes though that teaching and learning is purely about logic and reasoning. If only it were. So much of learning requires understanding of emotion and feelings, the ability of students to relate to their teachers and their fellow students, and above all, is about fostering, developing and supporting values, especially freedom, security, and well-being. Indeed, even some computer scientists such as Dr. Brown argue that computers are most valuable when they are used to support rather than replace human activities: ‘It’s technology to help humans do their jobs better, faster, more effectively, more efficiently‘. And, as in films such as Colossus and the Matrix, it’s about computers supporting humanity, not the other way round.

The implications for teaching and learning

Thus my belief (how will a computer handle that?) is that computers are wonderful tools for supporting teaching and learning, and as cognitive and computer scientists become more knowledgeable, computers will increase in value in meeting this purpose as time goes on, . However it means that these scientists need to work collaboratively, and more importantly as equals, with teachers and indeed learners, to ensure that computers are used in ways that respect not only the complexity of teaching and learning, but also the value systems that underpin a liberal education.

And it is here that I have the most concerns. There is, especially in the United States of America, a growing ideology that considers teachers to be ineffective or redundant and which seeks means to replace teachers with computers. Coursera-style MOOCs are just one example. Multiple-choice testing and open educational resources in the format of iTunes and OpenCourseWare are other examples.Once it’s ‘up there’, there are some who believe that the recorded lecture is the ‘teacher.’ It is not: it is a transmitter of content, which is not the same as a teacher.

Another concern for us, as humans, is to be continually aware of the difference between virtuality and reality. This is not to criticize the use of virtual reality for teaching, but it is to ensure that learners understand the significance of their actions when they transfer skills from a virtual to a real world, and to be able to distinguish which world they are in. This is not yet a major problem because virtual reality is disappointingly under-used in education, but it is increasingly a feature of the lives of young people. This sensitivity to the difference between virtuality and reality will become an increasingly important life skill, as we begin to merge them, for instance in the remote control of robot welders in pipelines. It’s important to know the difference between training (virtual reality) and life, when a mistake can lead to an explosion or an oil leak, which has very real consequences.

Lastly, I also have some concerns about the ‘open culture’ of web 2.0. In general, as readers will know, I am a great supporter of web 2.0 tools in education, and of open access in particular. However, this does not apply to all web 2.0 tools, or all ways in which they are used. Jared Lanier, one of the founders of virtual reality, says:

 “I know quite a few people … who are proud to say that they have accumulated thousands of friends on Facebook. Obviously, this statement can only be true if the idea of friendship is reduced.

Also, while in general Lanier supports the use of crowd sourcing and the ‘wisdom of the crowd’ that underlies moves towards cMOOCs and Siemen’s theory of connectivism, he criticizes:

the odd lack of curiosity about the limits of crowd wisdom. This is an indication of the faith-based motivations behind such schemes. Numerous projects have looked at how to improve specific markets and other crowd wisdom systems, but too few projects have framed the question in more general terms or tested general hypotheses about how crowd systems work.’

None of these concerns undermine my belief that computers, when used appropriately, can and do bring enormous benefits to teaching and learning. We shouldn’t anthropomorphize computers (they don’t like it) but, as I learned from ‘Downton Abbey’, like all good servants, they need to know their place.

Questions

1. Do you believe that ‘we’ll be able to simulate the workings of the brain by 2018′? I’d like to hear from brain scientists if they agree – too often what’s reported in science is not what the majority of scientists think.

2. If we could ‘simulate the workings of the brain’, what impact would it have on teaching and learning?

3. Do you believe that there is a desire in some countries to replace teachers with computers? Do you see Coursera and xMOOCs as part of this conspiracy?

4. Do you think I am being irrational in my concerns about computers in teaching?

Further reading

HAL 9000 (2012) Wikipedia

Houpt, S. (2012) IBM hones Watson the supercomputer’s skills to help conquer business world challenges The Globe and Mail, October 20

Lanier, J. (2010) You Are Not a Gadget New York: Alfred A. Knopf

Orson Scott Card (1994) Ender’s Game New York: Tor

Colossus: The Forbin Project 

Online game to help self-management of finances

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AP (2012) NH launches online money management game Vanguard, February 12

Extracts

The U.S. Treasury Department recently awarded grants to five states to expand financial education and counseling services for prospective homebuyers. While the other states set up more traditional face-to-face counseling programs, the New Hampshire Housing Finance Authority created an online program that includes an educational game aimed at making the process more enjoyable.

The game is set up as a “financial freedom island cruise.” Each island represents lessons on budgeting and credit management. Participants earn money by answering questions correctly or by “spinning” the cruise ship’s wheel for bonus prizes — “You won $400 at bingo!” — though it’s all just part of the game….

The idea for the program stemmed from a family self-sufficiency program the finance authority already offers for people trying to build their assets and get out of poverty.

While there are other websites dedicated to the same topic, they often feature advertising. About 100 people have signed up for the New Hampshire program so far, and the goal is to register at least 600 in the next year and a half.

Comment

This won’t of itself solve the US housing mess created by the banks, but it does provide an interesting way of helping people manage their money after they’ve been ripped off by the banks.

But will it also help Americans realise that they cannot get quality public services such as schools and universities if they don’t pay taxes? Now that would be a financial education.

New technologies for e-learning in 2012 (and a little beyond)

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© Duncan Campbell, 2012, Creative Commons license

In my e-learning outlook for 2012, I focused on mainly educational developments in e-learning during 2012. In this post, I want to look at some of the more interesting technologies that could have a major impact on e-learning. Since I’m not a technologist by background, I’m drawing mainly on secondary sources for this post, but (of course!) adding my own spin as an educator.

The NMC Horizon 2012 Higher Education Review lists six technologies over a five year horizon:

One year or less:

  • Mobile apps
  • Tablets

Two to three years:

  • game-based learning
  • learning analytics

Four to five years

  • gesture-based computing
  • the Internet of Things

I am completely in line with their prediction for adoption of tablets and mobile apps in 2012. I think learning analytics will be adopted more quickly than the Horizon timeline, but that’s a matter of timing rather than direction. I agree that game-based learning will become more prevalent, but I don’t see it as becoming widely used, because of the cost of design. It will be used in pockets or selectively rather than as a widespread tool. I see gesture-based computing (or haptics) as just one of a wider range of ways of interacting and interfacing with computers, of which touch screen technology is also a part. I thought they might also have included voice control.

The most interesting item on the Horizon list is the Internet of Things. This will be the way ordinary, everyday objects will become linked, through wireless technology, to the Internet, enabling, for instance, remote control through mobile phones of equipment in the office or house. This has fascinating possibilities. All we need as instructors or teachers is imagination as to how we can use the Internet of Things to enhance our teaching. However, don’t worry – this isn’t going to be ready for educational use in 2012.

General technology trends

I have drawn on two other sources:

Randy Muller’s Seven Technology Predictions for 2012 and Beyond (Global Knowledge) and

Peter Cashmore’s The Top 10 tech trends for 2012 (CNN).

These are general technology trends, not specific to education, so I have selected from within their lists as to what I think will be most relevant to education.

The changing user interface

There is some overlap here with the Horizon list, but these two commentators widen the range of factors influencing the user interface as follows:

  • voice control
  • gesture control/haptics
  • touchscreens
  • 3D

Taken together, I believe we will have a very different way of interfacing with technology within three years. Goodbye the mouse and the graphical user interface. The new ways of interfacing will open up more educational affordances which will make learning more engaging and exciting but at the same time present more challenges for instructors and course designers.

html5

I’m really surprised the Horizon report didn’t highlight this as a significant development for 2012. As Peter Cashmore states:

HTML5 — the fifth iteration of the HTML standard — lets developers create richer, more interactive applications than ever. Why does this matter? As developers tire of building applications for every operating system out there — from Android to iOS to Windows Phone and beyond — HTML5 offers the opportunity to build an app once and have it work everywhere. The rise of HTML5 is bound to be accelerated by a recent revelation: Adobe is killing off Flash for mobile devices, meaning one of the primary methods of serving videos and rich applications on mobile phones is about to disappear. HTML5 will fill that gap. For us as consumers, that means richer applications and experiences on all our devices.

The end of the laptop?

Well, not quite, at least in 2012, but both Muller and Cashmore believe that for many users, tablets will replace laptops as the main form of ‘terminal’, especially considering the next trend towards cloud computing. Certainly for students, I see the laptop becoming rapidly obsolete, but for that to happen, we will need tablets with more ‘creative’ functionality than at present – and probably a large screen to which we can connect the tablet (given that I have five windows open at the moment in order to do this article).

To the cloud

The move to cloud computing will probably move faster in the business sector than in higher education in 2012, but nevertheless the trend for higher education is inevitable, because of the likely cost savings. The question is not whether HE will move to cloud computing, but how? Will we see ‘private’clouds with shared services, run by government agencies, that provide security and protection for institutions? Or will HE institutions ‘trust’ commercial cloud services? There are still legal and jurisdictional issues around privacy that are likely to slow the move to cloud computing in higher education, but over time I think these will be addressed.

Conclusions

Keep running. The technology innovation treadmill grinds on with no sign of letting up. This makes it all the more important we have strong educational criteria for making decisions about technology, as the choice continues to increase, and hence the complexity of decision-making.

But it is fun, isn’t it?

Your response?

What have I missed? Do you agree with some of the developments suggested here or are they off base? And what does this continuous development mean for educators? Over to you, readers!

 

Book review: Clark Quinn’s ‘The Mobile Academy’

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© Anthony's Blog, 2009-2011

Quinn, C. (2012) The Mobile Academy: mLearning for Higher Education San Francisco: Jossey-Bass/John Wiley, 120 pp

The author points out that 90% of the world’s population now has access to mobile networks, yet less than a quarter of post-secondary educational institutions in North America have mobile learning or administrative activities. As the author states: ‘Mobile has matured and stabilized to the point where it now makes sense to understand, plan and start developing mobile solutions….What we have on tap is the opportunity to revisit the fundamentals of the learning experience and use technology to come closer to the ideals we would like to achieve.‘ The book sets out in a straightforward, non-technical way a set of strategies for mobile learning so as ‘to optimize the learner experience‘.

From the preface:

Who the book is for

This book is for the higher education instructor and folks that support them as instructional designers or in administrative services.

Goals

The book provides the background information necessary to successfully design mobile learning solutions

Chapters

1. The Mobile Revolution: no, this is not directly about the Arab Spring, but a brief introduction, focusing particularly on why higher education needs to pay attention to mobile learning.

2. Foundations: mobile: a brief introduction to the underlying technology behind mobile devices.

3. Foundations: learning: another brief but well-founded introduction to the principles/theories of learning relevant to mobile learning

4. Administration to go: an introduction to learner support focused on issues that are not directly associated with teaching and learning: What needs do students have for information and transactions on campus? Can they be provided any time and anywhere via mobile communications?

5. Content is king: this chapter focuses on using mobiles for delivering or accessing content in its various forms; it includes a useful summary of the status of various LMSs in supporting mobile at the time of writing.

6. Practice: interactivity and assessment deals with learner activities, practice/applications of learning and various forms of assessment available through or facilitated by mobile devices

7. Going social examines the various ways mobile devices can support social learning

8 Going beyond discusses the ‘cutting edge’ of mobile applications, including augmented reality, alternate reality and adaptive delivery

9. Getting going: organizational issues focuses on the organizational context needed to support mobile learning, such as design, development, implementation and policies, and the chapter ends with a brief conclusion to the book

Comments

I really liked this book. It’s probably no co-incidence that a book on mobile learning is short and simple (critical design features for mobile applications). However, it is not trivial. It is based on sound pedagogical principles. It focuses not only on what’s involved in the general transfer of digital learning from desktops or laptops to digital devices, but also focuses on the special ‘affordances’ of mobile learning. In particular, Quinn organizes the book around his four ‘C’s of mobile learning: content; capture; compute; and communicate.

This book is squarely aimed at faculty and instructors. It is not intended for IT specialists and probably won’t satisfy the more experienced users of mobile learning. But it is an excellent introduction to mobile learning for instructors in the 75% of institutions that do not have a mobile strategy yet, and for those instructors in the other institutions who are still hesitating about committing to mobile applications.

However, reading the book on its own is unlikely to be enough for many instructors. They will need to work with IT and media support staff and instructional designers if they are to avoid overwork and poor quality applications. A lot of the value from mobile learning requires fairly sophisticated media production, for instance, that is likely to beyond the scope of most instructors, working alone. Above all, institutions need to be committed to supporting mobile learning as a key strategy and to put in place the organization and support needed to make it a success. But this book will be a great start for many instructors, and I hope also that this will be read by senior managers in the 75% of institutions without a mobile strategy.

Note

The image at the head of this post is from an excellent case study of mobile learning at St Edmund’s Catholic School, Wolverhampton, UK, in Anthony’s Blog in Anthonyteacher.com, February 25, 2011

See also: Sharples, M., Corlett, D., & Westmancott, O.  (2002)  The design and implementation of a mobile learning resource. Personal and Ubiquitous Computing Vol. 6, No. 3 pp. 220-234.

Games and learning in digital worlds – en français

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© David Deal, 2011

The latest edition of the Canadian Journal of Learning and Technology (Vol. 37. No. 2, 2011) has five articles on this topic, all in French (there are short English abstracts for each article.)

Emmanuel Duplàa Taktak writes an editorial Presentation: Games and Learning in Digital Worlds

Louise Sauvé, David Kaufman, and Lise Renaud’s article Creating an Educational Online Game, Asthma :1,2,3…Breath!, to Sensitize
Secondary School Students to the Problems of Asthma
is about a ‘game’ for secondary school students on asthma.

Marc-Antoine Dumont, Michael Thomas Power, and Sylvie Barma’s article GeoEduc3D: Evolution of Serious Gaming Towards Mobility and Augmented Reality in Science and Technology Education describes the development of a gaming prototype for senior high school students in science and technology studies, called Géoéduc 3D

Samuelle Ducrocq-Henry article Learning Together in Class Via Popular Video Games: A Pedagogical LAN Model reports on his PhD thesis “Tribes in Play” which puts forward a pedagogical LAN (PL) model that resulted from a local area network video game competition (LAN parties) study.

Vincent Berry’s article Playing to Learn: Are you Serious? A Theoretical Discussion of the Relationship Between (Video) Games and Learning offers a theoretical discussion of the relationship between video games and education based on both a literature review of this field and a study of players of Massively Multiplayer Online Role-Playing Games.

Etienne Armand Amato’s article The Uses of Serious Video Games: Purposes, Discourses, and Correlations argues that to overcome the rhetoric used by the actors in this quickly expanding sector, a new definition of serious video games is needed. This definition is based on how video games are utilized and comes to the conclusion that all serious games try to correlate effectively game and reality.

Comment

Far too often, language divides the world of anglophone and francophone speakers in Canada. As a result both communities suffer from missed opportunities to share knowledge and experience. As someone who reads French reasonably well, I welcome this francophone edition.

However, the  Canadian Network for Innovation in Education is the national organization for learning technologists and distance educators in Canada. It would increase knowledge transfer between the two language communities considerably if all articles in their journal were published in full in both languages. Ideally, all Canadians should be bi-lingual in English and French (which for many Canadians means being tri-lingual at least), and I realise there is a large cost in translation, but Canada is too small a country for such solitudes. We need to learn from each other.