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Edited by Dr. David J. Ayersman, Mary Washington College, and Dr. W.
Michael Reed, New York University
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| formerly Journal of Research on Computing in
Education |
Volume 33 Number 5 Summer
2001
An
Embarrassment of Technology
Why Is
Learning Still Difficult? Part II
Kefyalew Mandefrot
PTO-Interact (People, Technology, and Organization)
The Need for Learning
Environment
Computer-use environments are where one observes what the
anthropologist Pelissier (1991) calls a great divide: the modern,
the advanced, the sophisticated, and the fast versus the primitive, the
crude, and the slow—in short, a fertile ground for conflict. The
relationships in computer use environments are mostly hierarchical and
involve power and control. The gap is wide between the expert and the
user, the learner and the resource person in computer learning labs.
Kling and Scacchi (1980) note the difference and the clash in
computing environments as “supportive” managers,
“clever” programmers, “indifferent” machine
operators, “career-oriented” auditors, “stupid”
users, and “foot dragging” vendors (p. 260). The environment
and the implementation of computer systems mostly legitimize the
experts’ preconceived notions and beliefs regarding technology in
education. This is mainly because the implementation of IT, the learning
manuals, and possible problems from the experts’ point of view
leave no room for considering uncertainty, complexity, uniqueness, and
unforeseen emerging problems.
Computer experts define problems and present solutions in a short
period of time without regard for people (skills) involved. What most
experts consider simple is often found by users to be difficult, because
each new task requires significant restructuring, reformatting, and
error correction . In computer environments, the opportunity to
interact, to learn from each other, and to help each other solve
problems is possible. But with young and fast computer specialists, as
Snow (1963) notes, “the politeness has gone” (p. 23).
Mandefrot (1997) depicts this situation as “you ask the info
people something. The reply is ‘don’t you know that
yet?’ I am ashamed and stopped asking anymore” (p. 192).
Conflict and apprehension are realities in the learning process
because there is no learning without emotion and challenge. However,
technical interests and analysis deny or try to control this reality. To
minimize noncognitive elements such as sentiments, emotions, and
interest and to consider hardware and software as primary have a long
tradition in computing. This kind of situation at times leads a learner
to feel like an outsider. Designers, for example, oversimplify the need
for environmental analysis. Yet, the learning environment is a profile
of where instruction occurs, who uses it, and how it is used.
Climate setting in adult learning reduces conflict and apprehension
by bringing a human dimension to the learning process. For the computing
session, it helps fight misconceptions about computers, unfreeze fear,
and build learners’ confidence. A step-by-step introduction of
adults to the physical machine and the software reduces the chance of
jumping onto the machine and getting frustrated and facing what is
called the production bias or production paradox.
Kluckhohn (1942) considers such a problem a result of rushing
learners/workers to new concepts or tasks without support and without
building their confidence. To smoothly introduce learners to the world
unknown to them, most adult educators use the process called
facilitating adult learning.
Facilitating adult learning is a process of creating a
learning environment and helping adults learn. Hammond (1990) extends
effective facilitation to include providing the learner with a
framework, ensuring the learners’ current assumptions, and
creating new opportunities for learners. This is why adult learning
principles and methods are so necessary for learning and using
computers. The next section presents these needs from the perspectives
of computer experts’ need for human-centered systems, and
educators’ need to help people learn.
Why Adult Learning
Principles and Methods?
The need for adult learning principles and methods is significant
because of the common needs and problems in computing environments
experienced by computer experts and the learning problems commonly
observed by educators. Today’s computer experts are calling for a
human-centered system. Concepts such as facilitating learning and
mentoring currently appear more in computing literature than in
educational literature. The purpose of a human-centered system is to
provide learners with a guide to make sense out of a vast amount of
information. For example, Davenport (1994) recommends humanizing
information management. Morris (1994) calls for a user-centered
information service. Maruyama (1984) calls for humanizing the
applications of a computer. Kling, in his various publications (Kling,
1987; Kling et al., 1998; Kling & Scacchi, 1980, 1982), continually
indicates the importance of approaching computers as a social
practice.
The emphasis in all these recommendations is for a balance among
technology, organization, and the user. The issue in all cases is how to
help users get awareness and how to help them acquire computing skills
and knowledge so that they can use computers with manageable problems.
What Maruyama (1984) calls “humanizing application of
computers” (p. 634) is a search for a nurturing learning
environment that encourages learning from each other while working
together. It is a means to knowing the user as a human being. However,
the use of adult learning principles as a means to achieve the above
purpose, though common in management training, is not common in computer
training. This absence of adult learning principles and methods in
computer training is related to the various claims about technology and
the computer culture that tries to minimize human involvement in most
computing activities. Boland (1987) considers the removal of human actor
from computing and lack of serious consideration of a learner/user a
fantasy and states that “the fantasies lead us to ignore the
fundamental nature of interpersonal dialogue in the achievement of
meaning. … Through our image of information we are fostering an
image of the world in which human meanings of knowledge and action are
unproblematic, predefined, and prepackaged” (pp.
363–365).
As a result, most technical analysis and technically oriented
literature cannot raise a serious question such as, “How can we
help a computer user become more knowledgeable about computers?”
Technically oriented approaches remain unable to value the importance of
adult learning principles and methods when most computer learners are
adults.
Today, a reluctance by the experts to accept collective learning and
to understand the user has resulted in current misunderstandings in the
computer use and learning environments. Oz (1994) classifies these
misunderstandings as corresponding failure, process failure, interaction
failure, and expectation failure. In terms of end-user training and
adult learning, these failures are the result of mismatched objectives,
outcomes, lack of skills and resources, low user interaction and
involvement, and vaguely expressed expectations for training.
Correspondence failures usually occur when the needs of end users are
ignored. Interaction failure is the outcome of “corporate
directives that the employees must use the system” (Oz, p.
34).
Robbins (1995) traces the historical and systemic nature of the
turbulence in the field of information technology—turbulence that
forces it to neglect the realities of learning from each other while
working together—and the need to develop positive interaction with
users. Robbins states that “we continue to resist new thinking,
and we criticize what we do not understand, we pretend to listen to our
customers (our audiences) but we ignore their basic needs unless it
suits our personal agenda” (p. 16). This statement illustrates the
contradictory situations in the computing environment and what has made
computers and computing an “incommunicable art” (Snow, 1963,
p. 47).
Learning and using computers was made incommunicable because the
process lacks an appropriate learning climate, sequence, and structure.
Most approaches to computing minimize the elemental needs of learning
and using computers, such as steps and structure in the learning
process. Dickinson (1973) indicates that the ordering of any learning
task is an important factor for effective learning and suggests the
following arrangement for sound instructional process/sequence: from
simple to complex, from general to specific, from concrete to abstract,
from familiar to unknown, and from most to least frequent. This approach
to learning is in line with the hierarchy of learning suggested by
Bateson (1972) and the different phases of meaningful learning
identified by Shuell (1990).
Tuckett (1989) presents a hierarchy of information skill as
progressing from simple information skills to compound information
skills and then to complex or integrated information skills. On the
other hand, Eason (1989) presents the learning needs of office workers
and modes of promoting learning and particularly stresses what he calls
pre-use learning, which is related to the problems that are
critical during the first encounter with a computer.
Eason (1989) states that “new users make extreme and
unrealistic assumptions about the technology and are very nervous about
their ability to cope with it. … The familiarization sessions
before implementation... can be extremely valuable” (p. 236). To
this effect, Eason considers the aim of the first session as a
preparation “to set people up for learning,” rather than
teaching the entire application in one day. Setting people up for
learning means creating a learning environment and giving some
directions for learners. It is facilitating learning and helping people
learn by building their confidence.
In addition to initial training, computing requires continuous
education and refresher courses. People who use two or more software
packages and are more casual users need skills maintenance (Eason,
1989).
One reason the need for adult learning has become so important for
end-user training is identified by Geisler (1992), who considers
“every investment in information technology as a voyage into
frustration” (p. 76). Defying the notion of easy to use and easy
to learn, Geisler warned computer experts that the human problems in
computing needed what he called the three T’s: time, training, and
tolerance.
According to Thomas (1991), the main characteristics of learning
are:
- learning takes time,
- learning is irreversible,
- learning cannot be done overnight by magic,
- learning is not coercible, and
- learning derives more from other people than from one person.
These characteristics cannot be easily developed by using advance
interface, clicking the icon, or simply by asking the expert. Humanizing
computer applications and making learning about computers possible
demand moving beyond measuring computer anxiety, user resistance, and
user satisfaction. The basic problem behind computer anxiety, user
resistance, and user dissatisfaction is lack of skills, a lack of
knowledge about computers, and lack of sound adult learning methods.
Lewis (1998) studied more than 650 adult basic education students who
were traditionally characterized as having a low self-concept and
negative educational experiences. The adult learning environment was
credited as a major reason that Lewis found that the students were both
interested in and comfortable with computers. According to Lewis, this
environment was created by following “principles of good practice
and teaching techniques that facilitate learning” (pp. 7–8).
Some of these principles of good practice are:
- demystify the computer,
- start with the basics,
- attempt to ascertain the learner’s worst fears,
- recount your own personal experience as a beginning computer user,
and
- avoid jargon or buzzwords.
The points that Lewis (1988) stated as principles of good practice
involve creating a learning environment and moving learners smoothly
through the learning process—in short, building learners’
self-efficacy. These principles are what Bronsema and Keen (1983, pp.
38-40) call educational intervention. Educational intervention is
effectively helping people through the learning process. According to
Bronsema and Keen, educational intervention involves showing commitment
(p. 38), creating a forum for dialogue (p. 39), taking action and
changing words into action, sequencing events (p. 40), and closing the
cultural gap (p. 42). This is similar to Lewin’s (1947) change
process of “unfreezing” to heighten awareness, clearing some
misconceptions we have concerning technology; moving participants in the
learning process slowly from basic to advanced concepts, and
“refreezing” the process. From Lewis’ study, it was
possible to see that the lack of such help during the learning and using
process generate computer-phobia and user resistance. Unfortunately, so
far, these approaches have rarely been used in computer training
programs.
Lewis’ (1998) recommendations are comprehensive and include
important issues raised by different researchers in this area. The
suggestion by Lewis addresses important features of learning largely
neglected by information technology experts and that give learners a
difficult time learning and using computers. These important
features—creating a learning environment to develop security and
trust, building learners’ self-concept, respecting the individual
differences of learners, recognizing learners’ fear, reassuring
learners that it is ok to make mistakes, giving structure, and using
different teaching methods—are all considered within the context
of Lewis’ principles of good practice. Building
learners’ confidence, in particular, when the learners are
lower-level workers and older adults, is critical. These learners,
though having the potential to learn to use computers, often lack
confidence in their ability to master a new technology.
What is clear in Lewis’ (1998) approach to teaching and
learning about computers is the way she approaches motivation and the
need for mixing instructional methods. In Lewis’ approach, one can
see that good teaching cannot be prepackaged, and an environment where
cooperation and understanding of each other is possible can be
developed, as far as the goal is to build comfort and confidence and to
make computer training an opportunity rather than a threat. Her point is
to make people ready for a computing journey using all possible methods.
Another goal is to give structure and confidence, and provide a road map
for further learning. Kraybil (1974) notes the importance of giving
structure: “once the structure of a subject is exposed, an
individual can then acquire other details throughout life with which to
elaborate structure” (p. 335).
Lewis (1988) also identifies one important element about
self-directed learning or computer-based training for adult learning.
She recommends a mix of delivery patterns. Similar to Lewis, Steinberg
(1989) indicates the value of mixing methods and the need for balance in
approaching learning and teaching. Considering Lewis’ approach,
understanding (accepting) the common attitudes and patterns that exist
in use and learning environments, valuing the elemental learning needs
of learners helps to make learning and using computers easy and
possible.
Conclusions and Closing
Questions
In the process of writing this article, I came across some questions
consistent in most literature. These are:
- Why is it that a statement such as: “I am very happy I took
this course. It demystified the computer for me” is not very
common, while training and user satisfaction are so common?
- Do educators know why and understand how technology enhances or
hinders learning when we recommend online learning or computer-based
training?
- How long will managers continue asking employees for polished
documents without asking themselves how well they have helped employees
learn to use computers?
- How long will managers continue to say our technology is great but
the ability to use it is limited?
These questions are not limited to the educational sector but are
also relevant to business and industry. In one way or another, they are
about the learning and use environments. Understanding these questions
helps to see how users and learners look at, feel, and behave with a
given technology. By examining these questions from different
perspectives, we not only gain insights into the dynamics of learning
and using technologies but also find new understanding of people,
technology, and organizations. With this new understanding, the
difference between what is technical and what is human for a clerk or
computer expert can fuse together.
Empirical evidencesuggests that learning to use computers remains
difficult for the following major reasons:
- lack of a learning environment in which learning and learners are
seriously considered,
- lack of caution in technology introduction,
- lack of basic infrastructure for learning,
- lack of modest expectations as to what can be achieved, and
- lack of listening to and helping users.
Learning environments are not technical aids that make people learn
or create learning. Environment delivers tips and can rekindle learning.
Chilly climates, unsupportive learning and use environments, isolation,
lack of confidence, and negative human relationship all block the will
and ability to learn. Past experience has informed us that having a
handful of highly educated and dedicated people in systems will not
solve the current learning problems. Current problems in learning and
using computers cannot be solved with one method and one perspective. So
far using one method, one metaphor for learning, and one perspective has
not created a learning or use environment that encourages people to
learn. It is not more technology, faster processors, new browsers, and
new software that will improve learning and using computers; rather,
learning will improve because of more-nurturing learning environments,
learning resources, support, and human-to-human interactions.
Seeking simple definitions and easily measurable variables and making
behaviorally or cognitively based distinctions are not helpful to
understand learning. Clear, explicit, and universal (overt) learning
theory on how people learn and how learning takes place is still not
available. Learning theories do not always have global significance.
Learning is not a simple concept that can be treated with one metaphor
and one point of view. In this context what is important is
understanding the three pillars of learning (the learner, the teacher,
and the environment) and their relation and interactions.
The lack of state-of-the-art technology and highly skilled technical
staff makes effective learning and use of personal computers difficult.
Leiss (1990) reports that mere possession of capital is no guarantee
that the requisite talent can be obtained and organized. Organized
capital needs organized learning environment. This means organizing
adult learning, building a learning infrastructure, and setting
realistic expectations for learning.
The need for adult learning is high, but too little attention is paid
to learning at the workplace. With all the problems and
misunderstandings, users and computer trainers are making sense of the
computer. My personal experience as a trainer, researcher, and learner
convinced me that, as stated by Pascale (1990) “all that is
essential is courage, persistence, and management openness to
learning” (p. 261).
This article has approached technology as a form of human cultural
activity. In this context, information technology is considered to be
more than a simple, ubiquitous, objective artifact; rather, it is
endowed with purpose, problems, interest, and meanings. The focus in
this approach was on understanding the claims and counter-claims
regarding information technology and on learning and identifying major
problems that are making the use and learning of computers difficult in
business, industry, and education. To demystify computing, claims and
counter-claims have been presented, with some problems in technical
analysis in relation to learning. This article has also presented the
gap between technical experts and end users, which prevents
non-technical staff from understanding IT and technical staff from
appreciating what is wanted.
Finally, I have presented ways in which learners can be encouraged to
learn and how to provide opportunities for sharing experiences using
adult learning principles and methods. To develop mutual understanding
and to distinguish the myth from reality in computing environment, I
suggest considering learning infrastructure, creating a learning
environment, and using adult learning and teaching methods as an
important part of investment in information technology.
Contributor
Kefyalew Mandefrot is a workplace education and training consultant.
He completed his doctoral degree at the Graduate School of Education,
University of Toronto. He holds an advanced diploma in programming and
systems. His research interests include end-user computer training,
adult learning, and ethnographic studies of information technology use
environment with special interest for pedagogic and technical support.
He is a member of Organizational Systems Research Association, and
American and Canadian Adult Education Association.
Contact
Dr. Kefyalew Mandefrot
135 Rose Ave., Ste. 603
Toronto, ON M4X 1P1 Canada
mandefro5@ca.inter.net
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