The Atlantic Monthly                                    July 1997

THE COMPUTER DELUSION 

        by Todd Oppenheimer

        There is no good evidence that most uses of computers 
        significantly   improve teaching and learning, yet school 
        districts are cutting   programs -- music, art, physical 
        education -- that enrich children's  lives to make room for this 
        dubious nostrum, and the Clinton  Administration has 
        embraced the goal of "computers in every  classroom" with 
        credulous and costly enthusiasm

Thomas Edison predicted that "the motion picture is destined to  
revolutionize our educational system and ... in a few years it will 
supplant  largely, if not entirely, the use of textbooks." Twenty-three 
years later, in  1945, William Levenson, the director of the 
Cleveland public schools' radio  station, claimed that "the time may 
come when a portable radio receiver  will be as common in the 
classroom as is the blackboard." Forty years after  that the noted 
psychologist B. F. Skinner, referring to the first days of his  
"teaching machines," in the late 1950s and early 1960s, wrote, "I 
was soon  saying that, with the help of teaching machines and 
programmed  instruction, students could learn twice as much in the 
same time and with  the same effort as in a standard classroom." Ten 
years after Skinner's  recollections were published, President Bill 
Clinton campaigned for "a  bridge to the twenty-first century ... 
where computers are as much a part of  the classroom as 
blackboards." Clinton was not alone in his enthusiasm for  a program 
estimated to cost somewhere between $40 billion and $100  billion 
over the next five years. Speaker of the House Newt Gingrich,  
talking about computers to the Republican National Committee early 
this  year, said, "We could do so much to make education available 
twenty-four  hours a day, seven days a week, that people could 
literally have a whole  different attitude toward learning." 

If history really is repeating itself, the schools are in serious trouble. 
In  Teachers and Machines: The Classroom Use of Technology 
Since 1920  (1986), Larry Cuban, a professor of education at 
Stanford University and a  former school superintendent, observed 
that as successive rounds of new  technology failed their promoters' 
expectations, a pattern emerged. The  cycle began with big promises 
backed by the technology developers'  research. In the classroom, 
however, teachers never really embraced the  new tools, and no 
significant academic improvement occurred. This  provoked 
consistent responses: the problem was money, spokespeople  argued, 
or teacher resistance, or the paralyzing school bureaucracy.  
Meanwhile, few people questioned the technology advocates' claims. 
As  results continued to lag, the blame was finally laid on the 
machines. Soon  schools were sold on the next generation of 
technology, and the lucrative  cycle started all over again.

Today's technology evangels argue that we've learned our lesson 
from past  mistakes. As in each previous round, they say that when 
our new hot  technology -- the computer -- is compared with 
yesterday's, today's is  better. "It can do the same things, plus," 
Richard Riley, the U.S. Secretary  of Education, told me this spring.

How much better is it, really?

The promoters of computers in schools again offer prodigious 
research  showing improved academic achievement after using their 
technology. The  research has again come under occasional attack, 
but this time quite a  number of teachers seem to be backing 
classroom technology. In a poll  taken early last year U.S. teachers 
ranked computer skills and media  technology as more "essential" 
than the study of European history, biology,  chemistry, and physics; 
than dealing with social problems such as drugs and  family 
breakdown; than learning practical job skills; and than reading  
modern American writers such as Steinbeck and Hemingway or 
classic ones  such as Plato and Shakespeare.

In keeping with these views New Jersey cut state aid to a number of 
school  districts this past year and then spent $10 million on 
classroom computers.  In Union City, California, a single school 
district is spending $27 million to  buy new gear for a mere eleven 
schools. The Kittridge Street Elementary  School, in Los Angeles, 
killed its music program last year to hire a  technology coordinator; 
in Mansfield, Massachusetts, administrators  dropped proposed 
teaching positions in art, music, and physical education,  and then 
spent $333,000 on computers; in one Virginia school the art room  
was turned into a computer laboratory. (Ironically, a half dozen 
preliminary  studies recently suggested that music and art classes 
may build the physical  size of a child's brain, and its powers for 
subjects such as language, math,  science, and engineering -- in one 
case far more than computer work did.)  Meanwhile, months after a 
New Technology High School opened in Napa,  California, where 
computers sit on every student's desk and all academic  classes use 
computers, some students were complaining of headaches, sore  
eyes, and wrist pain.

Throughout the country, as spending on technology increases, school 
book  purchases are stagnant. Shop classes, with their tradition of 
teaching  children building skills with wood and metal, have been 
almost entirely  replaced by new "technology education programs." 
In San Francisco only  one public school still offers a full shop 
program -- the lone vocational high  school. "We get kids who don't 
know the difference between a screwdriver  and a ball peen 
hammer," James Dahlman, the school's vocational- department chair, 
told me recently. "How are they going to make a career  choice? 
Administrators are stuck in this mindset that all kids will go to a  
four-year college and become a doctor or a lawyer, and that's not 
true. I  know some who went to college, graduated, and then had to 
go back to  technical school to get a job." Last year the school 
superintendent in Great  Neck, Long Island, proposed replacing 
elementary school shop classes with  computer classes and training 
the shop teachers as computer coaches.  Rather than being greeted 
with enthusiasm, the proposal provoked a  backlash.

Interestingly, shop classes and field trips are two programs that the 
National  Information Infrastructure Advisory Council, the Clinton 
Administration's  technology task force, suggests reducing in order to 
shift resources into  computers. But are these results what 
technology promoters really intend?"  You need to apply common 
sense," Esther Dyson, the president of  EDventure Holdings and one 
of the task force's leading school advocates,  told me recently. "Shop 
with a good teacher probably is worth more than  computers with a 
lousy teacher. But if it's a poor program, this may provide  a good 
excuse for cutting it. There will be a lot of trials and errors with this.  
And I don't know how to prevent those errors."

The issue, perhaps, is the magnitude of the errors. Alan Lesgold, a 
professor  of psychology and the associate director of the Learning 
Research and  Development Center at the University of Pittsburgh, 
calls the computer an  "amplifier," because it encourages both 
enlightened study practices and  thoughtless ones. There's a real risk, 
though, that the thoughtless practices  will dominate, slowly 
dumbing down huge numbers of tomorrow's adults.  As Sherry 
Turkle, a professor of the sociology of science at the  Massachusetts 
Institute of Technology and a longtime observer of children's  use of 
computers, told me, "The possibilities of using this thing poorly so  
outweigh the chance of using it well, it makes people like us, who 
are  fundamentally optimistic about computers, very reticent."

Perhaps the best way to separate fact from fantasy is to take 
supporters'  claims about computerized learning one by one and 
compare them with the  evidence in the academic literature and in 
the everyday experiences I have  observed or heard about in a variety 
of classrooms.

Five main arguments underlie the campaign to computerize our 
nation's  schools.  -- Computers improve both teaching practices and 
student achievement.

-- Computer literacy should be taught as early as possible; otherwise 
students  will be left behind.

-- To make tomorrow's work force competitive in an increasingly 
high-tech  world, learning computer skills must be a priority.

-- Technology programs leverage support from the business 
community --  badly needed today because schools are increasingly 
starved for funds.

-- Work with computers -- particularly using the Internet -- brings 
students  valuable connections with teachers, other schools and 
students, and a wide  network of professionals around the globe. 
These connections spice the  school day with a sense of real-world 
relevance, and broaden the  educational community.

"The Filmstrips of the 1990s"

Clinton's vision of computerized classrooms arose partly out of the 
findings  of the presidential task force -- thirty-six leaders from 
industry, education,  and several interest groups who have guided the 
Administration's push to  get computers into the schools. The report 
of the task force, "Connecting K- 12 Schools to the Information 
Superhighway" (produced by the consulting  firm McKinsey & Co.), 
begins by citing numerous studies that have  apparently proved that 
computers enhance student achievement  significantly. One "meta-
analysis" (a study that reviews other studies -- in  this case 130 of 
them) reported that computers had improved performance  in "a wide 
range of subjects, including language arts, math, social studies  and 
science." Another found improved organization and focus in 
students'  writing. A third cited twice the normal gains in math skills. 
Several schools  boasted of greatly improved attendance.

Unfortunately, many of these studies are more anecdotal than 
conclusive.  Some, including a giant, oft-cited meta-analysis of 254 
studies, lack the  necessary scientific controls to make solid 
conclusions possible. The  circumstances are artificial and not easily 
repeated, results aren't  statistically reliable, or, most frequently, the 
studies did not control for  other influences, such as differences 
between teaching methods. This last  factor is critical, because 
computerized learning inevitably forces teachers  to adjust their style 
-- only sometimes for the better. Some studies were  industry-
funded, and thus tended to publicize mostly positive findings. "The  
research is set up in a way to find benefits that aren't really there," 
Edward  Miller, a former editor of the Harvard Education Letter, 
says. "Most  knowledgeable people agree that most of the research 
isn't valid. It's so  flawed it shouldn't even be called research. 
Essentially, it's just worthless."  Once the faulty studies are weeded 
out, Miller says, the ones that remain  "are inconclusive" -- that is, 
they show no significant change in either  direction. Even Esther 
Dyson admits the studies are undependable. "I don't  think those 
studies amount to much either way," she says. "In this area there  is 
little proof."

Why are solid conclusions so elusive? Look at Apple Computer's  
"Classrooms of Tomorrow," perhaps the most widely studied effort 
to teach  using computer technology. In the early 1980s Apple 
shrewdly realized that  donating computers to schools might help not 
only students but also  company sales, as Apple's ubiquity in 
classrooms turned legions of families  into Apple loyalists. Last year, 
after the San Jose Mercury News (published  in Apple's Silicon 
Valley home) ran a series questioning the effectiveness of  
computers in schools, the paper printed an opinion-page response 
from  Terry Crane, an Apple vice-president. "Instead of isolating 
students," Crane  wrote, "technology actually encouraged them to 
collaborate more than in  traditional classrooms. Students also 
learned to explore and represent  information dynamically and 
creatively, communicate effectively about  complex processes, 
become independent learners and self-starters and  become more 
socially aware and confident."

Crane didn't mention that after a decade of effort and the donation of  
equipment worth more than $25 million to thirteen schools, there is 
scant  evidence of greater student achievement. To be fair, educators 
on both sides  of the computer debate acknowledge that today's tests 
of student  achievement are shockingly crude. They're especially 
weak in measuring  intangibles such as enthusiasm and self-
motivation, which do seem evident  in Apple's classrooms and other 
computer-rich schools. In any event, what  is fun and what is 
educational may frequently be at odds. "Computers in  classrooms 
are the filmstrips of the 1990s," Clifford Stoll, the author of  Silicon 
Snake Oil: Second Thoughts on the Information Highway (1995),  
told The New York Times last year, recalling his own school days in 
the  1960s. "We loved them because we didn't have to think for an 
hour,  teachers loved them because they didn't have to teach, and 
parents loved  them because it showed their schools were high-tech. 
But no learning  happened."

Stoll somewhat overstates the case -- obviously, benefits can come 
from  strengthening a student's motivation. Still, Apple's computers 
may bear less  responsibility for that change than Crane suggests. In 
the beginning, when  Apple did little more than dump computers in 
classrooms and homes, this  produced no real results, according to 
Jane David, a consultant Apple hired  to study its classroom 
initiative. Apple quickly learned that teachers needed  to change their 
classroom approach to what is commonly called "project- oriented 
learning." This is an increasingly popular teaching method, in  which 
students learn through doing and teachers act as facilitators or  
partners rather than as didacts. (Teachers sometimes refer to this 
approach,  which arrived in classrooms before computers did, as 
being "the guide on  the side instead of the sage on the stage.") But 
what the students learned  "had less to do with the computer and 
more to do with the teaching," David  concluded. "If you took the 
computers out, there would still be good  teaching there." This story 
is heard in school after school, including two  impoverished schools  
-- Clear View Elementary School, in southern  California, and the 
Christopher Columbus middle school, in New Jersey --  that the 
Clinton Administration has loudly celebrated for turning themselves  
around with computers. At Christopher Columbus, in fact, students' 
test  scores rose before computers arrived, not afterward, because of 
relatively  basic changes: longer class periods, new books, after-
school programs, and  greater emphasis on student projects and 
collaboration.

During recent visits to some San Francisco-area schools I could see 
what it  takes for students to use computers properly, and why most 
don't.

On a bluff south of downtown San Francisco, in the middle of one of 
the  city's lower-income neighborhoods, Claudia Schaffner, a tenth-
grader,  tapped away at a multimedia machine in a computer lab at 
Thurgood  Marshall Academic High School, one of half a dozen 
special technology  schools in the city. Schaffner was using a 
physics program to simulate the  trajectory of a marble on a small 
roller coaster. "It helps to visualize it first,  like 'A is for Apple' with 
kindergartners," Schaffner told me, while mousing  up and down the 
virtual roller coaster. "I can see how the numbers go into  action." 
This was lunch hour, and the students' excitement about what they  
can do in this lab was palpable. Schaffner could barely tear herself 
away. "I  need to go eat some food," she finally said, returning 
within minutes to eat  a rice dish at the keyboard.

Schaffner's teacher is Dennis Frezzo, an electrical-engineering 
graduate  from the University of California at Berkeley. Despite his 
considerable  knowledge of computer programming, Frezzo tries to 
keep classwork  focused on physical projects. For a mere $8,000, for 
example, several  teachers put together a multifaceted robotics lab, 
consisting of an advanced  Lego engineering kit and twenty-four old 
386-generation computers.  Frezzo's students used these materials to 
build a tiny electric car, whose  motion was to be triggered by a light 
sensor. When the light sensor didn't  work, the students figured out 
why. "That's a real problem -- what you'd  encounter in the real 
world," Frezzo told me. "I prefer they get stuck on  small real-world 
problems instead of big fake problems" -- like the  simulated natural 
disasters that fill one popular educational game. "It's sort  of the Zen 
approach to education," Frezzo said. "It's not the big problems.  Isaac 
Newton already solved those. What come up in life are the little  
ones."

It's one thing to confront technology's complexity at a high school --  
especially one that's blessed with four different computer labs and 
some  highly skilled teachers like Frezzo, who know enough, as he 
put it, "to keep  computers in their place." It's quite another to 
grapple with a high-tech  future in the lower grades, especially at 
everyday schools that lack special  funding or technical support. As 
evidence, when U.S. News & World  Report published a cover story 
last fall on schools that make computers  work, five of the six were 
high schools -- among them Thurgood Marshall.  Although the sixth 
was an elementary school, the featured program  involved children 
with disabilities -- the one group that does show  consistent benefits 
from computerized instruction.

Artificial Experience

Consider the scene at one elementary school, Sanchez, which sits on 
the  edge of San Francisco's Latino community. For several years 
Sanchez, like  many other schools, has made do with a roomful of 
basic Apple IIes. Last  year, curious about what computers could do 
for youngsters, a local  entrepreneur donated twenty costly Power 
Macintoshes -- three for each of  five classrooms, and one for each 
of the five lucky teachers to take home.  The teachers who got the 
new machines were delighted. "It's the best thing  we've ever done," 
Adela Najarro, a third-grade bilingual teacher, told me.  She 
mentioned one boy, perhaps with a learning disability, who had 
started  to hate school. Once he had a computer to play with, she 
said, "his whole  attitude changed." Najarro is now a true believer, 
even when it comes to  children without disabilities. "Every single 
child," she said, "will do more  work for you and do better work with 
a computer. Just because it's on a  monitor, kids pay more attention. 
There's this magic to the screen."

Down the hall from Najarro's classroom her colleague Rose Marie 
Ortiz  had a more troubled relationship with computers. On the 
morning I visited,  Ortiz took her bilingual special-education class of 
second-, third-, and  fourth-graders into the lab filled with the old 
Apple IIes. The students look  forward to this weekly expedition so 
much that Ortiz gets exceptional  behavior from them all morning. 
Out of date though these machines are,  they do offer a range of 
exercises, in subjects such as science, math,  reading, social studies, 
and problem solving. But owing to this group's  learning problems 
and limited English skills, math drills were all that Ortiz  could give 
them. Nonetheless, within minutes the kids were excitedly  
navigating their way around screens depicting floating airplanes and 
trucks  carrying varying numbers of eggs. As the children struggled, 
many resorted  to counting in whatever way they knew how. Some 
squinted at the screen,  painstakingly moving their fingers from one 
tiny egg symbol to the next.  "Tres, cuatro, cinco, seis ... ," one little 
girl said loudly, trying to hear  herself above her counting neighbors. 
Another girl kept a piece of paper  handy, on which she marked a 
line for each egg. Several others resorted to  the slow but tried and 
true  -- their fingers. Some just guessed. Once the  children arrived at 
answers, they frantically typed them onto the screen,  hoping it 
would advance to something fun, the way Nintendos, Game Boys,  
and video-arcade games do. Sometimes their answers were right, and 
the  screen did advance; sometimes they weren't; but the children 
were rarely  discouraged. As schoolwork goes, this was a blast.

"It's highly motivating for them," Ortiz said as she rushed from 
machine to  machine, attending not to math questions but to 
computer glitches. Those  she couldn't fix she simply abandoned. "I 
don't know how practical it is.  You see," she said, pointing to a girl 
counting on her fingers, "these kids  still need the hands-on" -- 
meaning the opportunity to manipulate physical  objects such as 
beans or colored blocks. The value of hands-on learning,  child-
development experts believe, is that it deeply imprints knowledge 
into  a young child's brain, by transmitting the lessons of experience 
through a  variety of sensory pathways. "Curiously enough," the 
educational  psychologist Jane Healy wrote in Endangered Minds: 
Why Children Don't  Think and What We Can Do About It (1990), 
"visual stimulation is  probably not the main access route to 
nonverbal reasoning. Body  movements, the ability to touch, feel, 
manipulate, and build sensory  awareness of relationships in the 
physical world, are its main foundations."  The problem, Healy 
wrote, is that "in schools, traditionally, the senses have  had little 
status after kindergarten."

Ortiz believes that the computer-lab time, brief as it is, dilutes her 
students'  attention to language. "These kids are all language-
delayed," she said.  Though only modest sums had so far been spent 
at her school, Ortiz and  other local teachers felt that the push was on 
for technology over other  scholastic priorities. The year before, 
Sanchez had let its librarian go, to be  replaced by a part-timer.

When Ortiz finally got the students rounded up and out the door, the 
kids  were still worked up. "They're never this wired after reading 
group," she  said. "They're usually just exhausted, because I've been 
reading with them,  making them write and talk." Back in homeroom 
Ortiz showed off the  students' monthly handwritten writing samples. 
"Now, could you do that on  the computer?" she asked. "No, because 
we'd be hung up on finding the  keys." So why does Ortiz bother 
taking her students to the computer lab at  all? "I guess I come in 
here for the computer literacy. If everyone else is  getting it, I feel 
these kids should get it too."

Some computerized elementary school programs have avoided these  
pitfalls, but the record subject by subject is mixed at best. Take 
writing,  where by all accounts and by my own observations the 
computer does  encourage practice -- changes are easier to make on a 
keyboard than with an  eraser, and the lettering looks better. Diligent 
students use these  conveniences to improve their writing, but the 
less committed frequently get  seduced by electronic opportunities to 
make a school paper look snazzy.  (The easy "cut and paste 
"function in today's word-processing programs, for  example, is 
apparently encouraging many students to cobble together  research 
materials without thinking them through.) Reading programs get  
particularly bad reviews. One small but carefully controlled study 
went so  far as to claim that Reader Rabbit, a reading program now 
used in more  than 100,000 schools, caused students to suffer a 50 
percent drop in  creativity. (Apparently, after forty-nine students 
used the program for seven  months, they were no longer able to 
answer open-ended questions and  showed a markedly diminished 
ability to brainstorm with fluency and  originality.) What about hard 
sciences, which seem so well suited to  computer study? Logo, the 
high-profile programming language refined by  Seymour Papert and 
widely used in middle and high schools, fostered huge  hopes of 
expanding children's cognitive skills. As students directed the  
computer to build things, such as geometric shapes, Papert believed, 
they  would learn "procedural thinking," similar to the way a 
computer processes  information. According to a number of studies, 
however, Logo has  generally failed to deliver on its promises. Judah 
Schwartz, a professor of  education at Harvard and a co-director of 
the school's Educational  Technology Center, told me that a few 
newer applications, when used  properly, can dramatically expand 
children's math and science thinking by  giving them new tools to 
"make and explore conjectures." Still, Schwartz  acknowledges that 
perhaps "ninety-nine percent" of the educational  programs are 
"terrible, really terrible."

Even in success stories important caveats continually pop up. The 
best  educational software is usually complex -- most suited to older 
students and  sophisticated teachers. In other cases the schools have 
been blessed with  abundance -- fancy equipment, generous financial 
support, or extra teachers  -- that is difficult if not impossible to 
duplicate in the average school. Even  if it could be duplicated, the 
literature suggests, many teachers would still  struggle with 
technology. Computers suffer frequent breakdowns; when  they do 
work, their seductive images often distract students from the  lessons 
at hand -- which many teachers say makes it difficult to build  
meaningful rapport with their students.

With such a discouraging record of student and teacher performance 
with  computers, why has the Clinton Administration focused so 
narrowly on the  hopeful side of the story? Part of the answer may 
lie in the makeup of the  Administration's technology task force. 
Judging from accounts of the task  force's deliberations, all thirty-six 
members are unequivocal technology  advocates. Two thirds of them 
work in the high-tech and entertainment  industries. The effect of the 
group's tilt can be seen in its report. Its  introduction adopts the 
authoritative posture of impartial fact-finder, stating  that "this report 
does not attempt to lay out a national blueprint, nor does it  
recommend specific public policy goals." But it comes pretty close. 
Each  chapter describes various strategies for getting computers into 
classrooms,  and the introduction acknowledges that "this report does 
not evaluate the  relative merits of competing demands on 
educational funding (e.g., more  computers versus smaller class 
sizes)."

When I spoke with Esther Dyson and other task-force members 
about what  discussion the group had had about the potential 
downside of computerized  education, they said there hadn't been 
any. And when I asked Linda  Roberts, Clinton's lead technology 
adviser in the Department of Education,  whether the task force was 
influenced by any self-interest, she said no,  quite the opposite: the 
group's charter actually gave its members license to  help the 
technology industry directly, but they concentrated on schools  
because that's where they saw the greatest need.

That sense of need seems to have been spreading outside 
Washington. Last  summer a California task force urged the state to 
spend $11 billion on  computers in California schools, which have 
struggled for years under  funding cuts that have driven academic 
achievement down to among the  lowest levels in the nation. This 
task force, composed of forty-six teachers,  parents, technology 
experts, and business executives, concluded, "More  than any other 
single measure, computers and network technologies,  properly 
implemented, offer the greatest potential to right what's wrong  with 
our public schools." Other options mentioned in the group's report --  
reducing class size, improving teachers' salaries and facilities, 
expanding  hours of instruction -- were considered less important 
than putting kids in  front of computers.

"Hypertext Minds"

Today's parents, knowing firsthand how families were burned by  
television's false promises, may want some objective advice about 
the age at  which their children should become computer literate. 
Although there are  no real guidelines, computer boosters send 
continual messages that if  children don't begin early, they'll be left 
behind. Linda Roberts thinks that  there's no particular minimum age 
-- and no maximum number of hours that  children should spend at a 
terminal. Are there examples of excess? "I  haven't seen it yet," 
Roberts told me with a laugh. In schools throughout the  country 
administrators and teachers demonstrate the same excitement,  
boasting about the wondrous things that children of five or six can 
do on  computers: drawing, typing, playing with elementary science 
simulations  and other programs called "educational games."

The schools' enthusiasm for these activities is not universally shared 
by  specialists in childhood development. The doubters' greatest 
concern is for  the very young -- preschool through third grade, when 
a child is most  impressionable. Their apprehension involves two 
main issues.

First, they consider it important to give children a broad base --  
emotionally, intellectually, and in the five senses -- before 
introducing  something as technical and one-dimensional as a 
computer. Second, they  believe that the human and physical world 
holds greater learning potential.

The importance of a broad base for a child may be most apparent 
when it's  missing. In Endangered Minds, Jane Healy wrote of an 
English teacher who  could readily tell which of her students' essays 
were conceived on a  computer. "They don't link ideas," the teacher 
says. "They just write one  thing, and then they write another one, 
and they don't seem to see or  develop the relationships between 
them." The problem, Healy argued, is  that the pizzazz of 
computerized schoolwork may hide these analytical  gaps, which 
"won't become apparent until [the student] can't organize  herself 
around a homework assignment or a job that requires initiative.  
More commonplace activities, such as figuring out how to nail two 
boards  together, organizing a game ... may actually form a better 
basis for real- world intelligence."

Others believe they have seen computer games expand children's  
imaginations. High-tech children "think differently from the rest of 
us,"  William D. Winn, the director of the Learning Center at the 
University of  Washington's Human Interface Technology 
Laboratory, told Business Week  in a recent cover story on the 
benefits of computer games. "They develop  hypertext minds. They 
leap around. It's as though their cognitive strategies  were parallel, 
not sequential." Healy argues the opposite. She and other  
psychologists think that the computer screen flattens information into  
narrow, sequential data. This kind of material, they believe, 
exercises  mostly one half of the brain -- the left hemisphere, where 
primarily  sequential thinking occurs. The "right brain" meanwhile 
gets short shrift --  yet this is the hemisphere that works on different 
kinds of information  simultaneously. It shapes our multi-faceted 
impressions, and serves as the  engine of creative analysis.

Opinions diverge in part because research on the brain is still so 
sketchy,  and computers are so new, that the effect of computers on 
the brain remains  a great mystery. "I don't think we know anything 
about it," Harry Chugani,  a pediatric neurobiologist at Wayne State 
University, told me. This very  ignorance makes skeptics wary. 
"Nobody knows how kids' internal wiring  works," Clifford Stoll 
wrote in Silicon Snake Oil, "but anyone who's  directed away from 
social interactions has a head start on turning out  weird.... No 
computer can teach what a walk through a pine forest feels  like. 
Sensation has no substitute."

This points to the conservative developmentalists' second concern: 
the  danger that even if hours in front of the screen are limited, 
unabashed  enthusiasm for the computer sends the wrong message: 
that the mediated  world is more significant than the real one. "It's 
like TV commercials,"  Barbara Scales, the head teacher at the Child 
Study Center at the University  of California at Berkeley, told me. 
"Kids get so hyped up, it can change  their expectations about 
stimulation, versus what they generate themselves."  In Silicon Snake 
Oil, Michael Fellows, a computer scientist at the  University of 
Victoria, in British Columbia, was even blunter. "Most  schools 
would probably be better off if they threw their computers into the  
Dumpster."

Faced with such sharply contrasting viewpoints, which are based on 
such  uncertain ground, how is a responsible policymaker to 
proceed? "A prudent  society controls its own infatuation with 
'progress' when planning for its  young," Healy argued in 
Endangered Minds. Unproven technologies ... may  offer lively 
visions, but they can also be detrimental to the development of  the 
young plastic brain. The cerebral cortex is a wondrously well-
buffered  mechanism that can withstand a good bit of well-
intentioned bungling. Yet  there is a point at which fundamental 
neural substrates for reasoning may be  jeopardized for children who 
lack proper physical, intellectual, or emotional  nurturance. 
Childhood -- and the brain -- have their own imperatives. In  
development, missed opportunities may be difficult to recapture. The  
problem is that technology leaders rarely include these or other 
warnings in  their recommendations. When I asked Dyson why the 
Clinton task force  proceeded with such fervor, despite the classroom 
computer's shortcomings,  she said, "It's so clear the world is 
changing."

 Real Job Training

N the past decade, according to the presidential task force's report, 
the  number of jobs requiring computer skills has increased from 25 
percent of  all jobs in 1983 to 47 percent in 1993. By 2000, the 
report estimates, 60  percent of the nation's jobs will demand these 
skills -- and pay an average  of 10 to 15 percent more than jobs 
involving no computer work. Although  projections of this sort are 
far from reliable, it's a safe bet that computer  skills will be needed 
for a growing proportion of tomorrow's work force.  But what 
priority should these skills be given among other studies?

Listen to Tom Henning, a physics teacher at Thurgood Marshall, the 
San  Francisco technology high school. Henning has a graduate 
degree in  engineering, and helped to found a Silicon Valley 
company that  manufactures electronic navigation equipment. "My 
bias is the physical  reality," Henning told me, as we sat outside a 
shop where he was helping  students to rebuild an old motorcycle. 
"I'm no technophobe. I can program  computers." What worries 
Henning is that computers at best engage only  two senses, hearing 
and sight  -- and only two-dimensional sight at that.  "Even if they're 
doing three-dimensional computer modeling, that's still a  two-D 
replica of a three-D world. If you took a kid who grew up on  
Nintendo, he's not going to have the necessary skills. He needs to 
have done  it first with Tinkertoys or clay, or carved it out of balsa 
wood." As David  Elkind, a professor of child development at Tufts 
University, puts it, "A  dean of the University of Iowa's school of 
engineering used to say the best engineers were the farm boys," 
because they knew how machinery  really worked.

Surely many employers will disagree, and welcome the 
commercially  applicable computer skills that today's high-tech 
training can bring them.  What's striking is how easy it is to find 
other employers who share  Henning's and Elkind's concerns.

Kris Meisling, a senior geological-research adviser for Mobil Oil, 
told me  that "people who use computers a lot slowly grow rusty in 
their ability to  think." Meisling's group creates charts and maps -- 
some computerized,  some not -- to plot where to drill for oil. In 
large one-dimensional analyses,  such as sorting volumes of seismic 
data, the computer saves vast amounts of  time, sometimes making 
previously impossible tasks easy. This lures people  in his field, 
Meisling believes, into using computers as much as possible.  But 
when geologists turn to computers for "interpretive" projects, he 
finds,  they often miss information, and their oversights are further 
obscured by the  computer's captivating automatic design functions. 
This is why Meisling  still works regularly with a pencil and paper -- 
tools that, ironically, he  considers more interactive than the 
computer, because they force him to  think implications through.

"You can't simultaneously get an overview and detail with a 
computer," he  says. "It's linear. It gives you tunnel vision. What 
computers can do well is  what can be calculated over and over. 
What they can't do is innovation. If  you think of some new way to 
do or look at things and the software can't do  it, you're stuck. So a 
lot of people think, 'Well, I guess it's a dumb idea, or  it's 
unnecessary.'"

I have heard similar warnings from people in other businesses, 
including  high-tech enterprises. A spokeswoman for Hewlett-
Packard, the giant  California computer-products company, told me 
the company rarely hires  people who are predominantly computer 
experts, favoring instead those  who have a talent for teamwork and 
are flexible and innovative. Hewlett- Packard is such a believer in 
hands-on experience that since 1992 it has  spent $2.6 million 
helping forty-five school districts build math and science  skills the 
old-fashioned way -- using real materials, such as dirt, seeds,  water, 
glass vials, and magnets. Much the same perspective came from  
several recruiters in film and computer-game animation. In work by 
artists  who have spent a lot of time on computers "you'll see a 
stiffness or a  flatness, a lack of richness and depth," Karen Chelini, 
the director of human  resources for LucasArts Entertainment, 
George Lucas's interactive-games  maker, told me recently. "With 
traditional art training, you train the eye to  pay attention to body 
movement. You learn attitude, feeling, expression.  The ones who 
are good are those who as kids couldn't be without their  
sketchbook."

Many jobs obviously will demand basic computer skills if not 
sophisticated  knowledge. But that doesn't mean that the parents or 
the teachers of young  students need to panic. Joseph Weizenbaum, a 
professor emeritus of  computer science at MIT, told the San Jose 
Mercury News that even at his  technology-heavy institution new 
students can learn all the computer skills  they need "in a summer." 
This seems to hold in the business world, too.  Patrick MacLeamy, 
an executive vice-president of Hellmuth Obata &  Kassabaum, the 
country's largest architecture firm, recently gave me  numerous 
examples to illustrate that computers pose no threat to his  
company's creative work. Although architecture professors are 
divided on  the value of computerized design tools, in MacLeamy's 
opinion they  generally enhance the process. But he still considers 
"knowledge of the  hands" to be valuable  -- today's architects just 
have to develop it in other  ways. (His firm's answer is through 
building models.) Nonetheless, as  positive as MacLeamy is about 
computers, he has found the company's two- week computer training 
to be sufficient. In fact, when he's hiring, computer  skills don't enter 
into his list of priorities. He looks for a strong character;  an ability 
to speak, write, and comprehend; and a rich education in the  history 
of architecture.

The Schools that Business Built

Newspaper financial sections carry almost daily pronouncements 
from the  computer industry and other businesses about their high-
tech hopes for  America's schoolchildren. Many of these are joined 
to philanthropic  commitments to helping schools make curriculum 
changes. This sometimes  gets businesspeople involved in schools, 
where they've begun to understand  and work with the many 
daunting problems that are unrelated to  technology. But if business 
gains too much influence over the curriculum,  the schools can 
become a kind of corporate training center -- largely at  taxpayer 
expense.

For more than a decade scholars and government commissions have  
criticized the increasing professionalization of the college years -- 
frowning  at the way traditional liberal arts are being edged out by 
hot topics of the  moment or strictly business-oriented studies. The 
schools' real job, the  technology critic Neil Postman argued in his 
book The End of Education  (1995), is to focus on "how to make a 
life, which is quite different from  how to make a living." Some see 
the arrival of boxes of computer hardware  and software in the 
schools as taking the commercial trend one step further,  down into 
high school and elementary grades. "Should you be choosing a  
career in kindergarten?" asks Helen Sloss Luey, a social worker and 
a  former president of San Francisco's Parent Teacher Association. 
"People  need to be trained to learn and change, while education 
seems to be getting  more specific."

Indeed it does. The New Technology High School in Napa (the 
school  where a computer sits on every student's desk) was started by 
the school  district and a consortium of more than forty businesses. 
"We want to be the  school that business built," Robert Nolan, a 
founder of the school, told me  last fall. "We wanted to create an 
environment that mimicked what exists in  the high-tech business 
world." Increasingly, Nolan explained, business  leaders want to hire 
people specifically trained in the skill they need. One  of Nolan's 
partners, Ted Fujimoto, of the Landmark Consulting Group, told  me 
that instead of just asking the business community for financial 
support,  the school will now undertake a trade: in return for 
donating funds,  businesses can specify what kinds of employees 
they want -- "a two-way  street." Sometimes the traffic is a bit heavy 
in one direction. In January,  The New York Times published a 
lengthy education supplement describing  numerous examples of 
how business is increasingly dominating school  software and other 
curriculum materials, and not always toward purely  educational 
goals.

People who like the idea that their taxes go to computer training 
might be  surprised at what a poor investment it can be. Larry 
Cuban, the Stanford  education professor, writes that changes in the 
classroom for which  business lobbies rarely hold long-term value. 
Rather, they're often guided  by labor-market needs that turn out to 
be transitory; when the economy  shifts, workers are left unprepared 
for new jobs. In the economy as a whole,  according to a recent story 
in The New York Times, performance trends in  our schools have 
shown virtually no link to the rises and falls in the nation's  measures 
of productivity and growth. This is one reason that school  
traditionalists push for broad liberal-arts curricula, which they feel 
develop  students' values and intellect, instead of focusing on today's 
idea about what  tomorrow's jobs will be.

High-tech proponents argue that the best education software does 
develop  flexible business intellects. In the Business Week story on 
computer games,  for example, academics and professionals 
expressed amazement at the  speed, savvy, and facility that young 
computer jocks sometimes  demonstrate. Several pointed in 
particular to computer simulations, which  some business leaders 
believe are becoming increasingly important in fields  ranging from 
engineering, manufacturing, and troubleshooting to the  tracking of 
economic activity and geopolitical risk. The best of these  
simulations may be valuable, albeit for strengthening one form of 
thinking.  But the average simulation program may be of 
questionable relevance.

Sherry Turkle, the sociology professor at MIT, has studied 
youngsters using  computers for more than twenty years. In her book 
Life on the Screen:  Identity in the Age of the Internet (1995) she 
described a disturbing  experience with a simulation game called 
SimLife. After she sat down with  a thirteen-year-old named Tim, 
she was stunned at the way

 Tim can keep playing even when he has no idea what is driving 
events. For  example, when his sea urchins become extinct, I ask him 
why.

Tim: "I don't know, it's just something that happens."

ST: "Do you know how to find out why it happened?"

Tim: "No."

ST: "Do you mind that you can't tell why?"

Tim: "No. I don't let things like that bother me. It's not what's 
important."

Anecdotes like this lead some educators to worry that as children  
concentrate on how to manipulate software instead of on the subject 
at  hand, learning can diminish rather than grow. Simulations, for 
example, are  built on hidden assumptions, many of which are 
oversimplified if not highly  questionable. All too often, Turkle 
wrote recently in The American  Prospect, "experiences with 
simulations do not open up questions but close  them down." 
Turkle's concern is that software of this sort fosters passivity,  
ultimately dulling people's sense of what they can change in the 
world.  There's a tendency, Turkle told me, "to take things at 
'interface' value."  Indeed, after mastering SimCity, a popular game 
about urban planning, a  tenth-grade girl boasted to Turkle that she'd 
learned the following rule:  "Raising taxes always leads to riots."

The business community also offers tangible financial support, 
usually by  donating equipment. Welcome as this is, it can foster a 
high-tech habit.  Once a school's computer system is set up, the 
companies often drop their  support. This saddles the school with 
heavy long-term responsibilities:  maintenance of the computer 
network and the need for constant software  upgrades and constant 
teacher training -- the full burden of which can cost  far more than 
the initial hardware and software combined. Schools must  then look 
for handouts from other companies, enter the grant-seeking game,  or 
delicately go begging in their own communities. "We can go to the 
well  only so often," Toni-Sue Passantino, the principal of the 
Bayside Middle  School, in San Mateo, California, told me recently. 
Last year Bayside let a  group of seventh- and eighth-graders spend 
eighteen months and countless  hours creating a rudimentary virtual-
reality program, with the support of  several high-tech firms. The 
companies' support ended after that period,  however -- creating a 
financial speed bump of a kind that the Rand  Corporation noted in a 
report to the Clinton Administration as a common  obstacle.

School administrators may be outwardly excited about computerized  
instruction, but they're also shrewdly aware of these financial 
challenges. In  March of last year, for instance, when California 
launched its highly  promoted "NetDay '96" (a campaign to wire 
12,000 California schools to  the Internet in one day), school 
participation was far below expectations,  even in technology-
conscious San Francisco. In the city papers school  officials 
wondered how they were supposed to support an Internet program  
when they didn't even have the money to repair crumbling buildings, 
install  electrical outlets, and hire the dozens of new teachers 
recently required so  as to reduce class size.

One way around the donation maze is to simplify: use inexpensive, 
basic  software and hardware, much of which is available through 
recycling  programs. Such frugality can offer real value in the 
elementary grades,  especially since basic word-processing tools are 
most helpful to children  just learning to write. Yet schools, like the 
rest of us, can't resist the latest  toys. "A lot of people will spend all 
their money on fancy new equipment  that can do great things, and 
sometimes it just gets used for typing classes,"  Ray Porter, a 
computer resource teacher for the San Francisco schools, told  me 
recently. "Parents, school boards, and the reporters want to see only  
razzle-dazzle state-of-the-art."

Internet Isolation

T is hard to visit a high-tech school without being led by a teacher 
into a  room where students are communicating with people 
hundreds or thousands  of miles away -- over the Internet or 
sometimes through video-conferencing  systems (two-way TV sets 
that broadcast live from each room). Video  conferences, although 
fun, are an expensive way to create classroom thrills.  But the 
Internet, when used carefully, offers exciting academic prospects --  
most dependably, once again, for older students. In one case schools 
in  different states have tracked bird migrations and then posted their 
findings  on the World Wide Web, using it as their own national 
notebook. In San  Francisco eighth-grade economics students have 
E-mailed Chinese and  Japanese businessmen to fulfill an assignment 
on what it would take to  build an industrial plant overseas. Schools 
frequently use the Web to  publish student writing. While thousands 
of self-published materials like  these have turned the Web into a 
worldwide vanity press, the network  sometimes gives young writers 
their first real audience.

The free nature of Internet information also means that students are  
confronted with chaos, and real dangers. "The Net's beauty is that it's  
uncontrolled," Stephen Kerr, a professor at the College of Education 
at the  University of Washington and the editor of Technology in the 
Future of  Schooling (1996), told me. "It's information by anyone, 
for anyone. There's  racist stuff, bigoted, hate-group stuff, filled with 
paranoia; bomb recipes;  how to engage in various kinds of crimes, 
electronic and otherwise; scams  and swindles. It's all there. It's all 
available." Older students may be  sophisticated enough to separate 
the Net's good food from its poisons, but  even the savvy can be 
misled. On almost any subject the Net offers a  plethora of 
seemingly sound "research." But under close inspection much of  it 
proves to be ill informed, or just superficial. "That's the antithesis of 
what  classroom kids should be exposed to," Kerr said.

This makes traditionalists emphasize the enduring value of printed 
books,  vetted as most are by editing. In many schools, however, 
libraries are fairly  limited. I now volunteer at a San Francisco high 
school where the library  shelves are so bare that I can see how the 
Internet's ever-growing number of  research documents, with all their 
shortcomings, can sometimes be a  blessing.

Even computer enthusiasts give the Net tepid reviews. "Most of the 
content  on the Net is total garbage," Esther Dyson acknowledges. 
"But if you find  one good thing you can use it a million times." Kerr 
believes that Dyson is  being unrealistic. "If you find a useful site 
one day, it may not be there the  next day, or the information is 
different. Teachers are being asked to jump  in and figure out if what 
they find on the Net is worthwhile. They don't  have the skill or time 
to do that." Especially when students rely on the  Internet's much-
vaunted search software. Although these tools deliver  hundreds or 
thousands of sources within seconds, students may not realize  that 
search engines, and the Net itself, miss important information all the  
time.

"We need less surfing in the schools, not more," David Gelernter, a  
professor of computer science at Yale, wrote last year in The 
Weekly  Standard. "Couldn't we teach them to use what they've got 
before favoring  them with three orders of magnitude more?" In my 
conversations with Larry  Cuban, of Stanford, he argued, "Schooling 
is not about information. It's  getting kids to think about information. 
It's about understanding and  knowledge and wisdom."

It may be that youngsters' growing fascination with the Internet and 
other  ways to use computers will distract from yet another of 
Clinton's education  priorities: to build up the reading skills of 
American children. Sherry  Dingman, an assistant professor of 
psychology at Marist College, in  Poughkeepsie, New York, who is 
optimistic about many computer  applications, believes that if 
children start using computers before they have  a broad foundation 
in reading from books, they will be cheated out of  opportunities to 
develop imagination. "If we think we're going to take kids  who 
haven't been read to, and fix it by sitting them in front of a computer,  
we're fooling ourselves," Dingman told me not long ago. This doesn't 
mean  that teachers or parents should resort to books on CD-ROM, 
which  Dingman considers "a great waste of time," stuffing 
children's minds with  "canned" images instead of stimulating 
youngsters to create their own.  "Computers are lollipops that rot 
your teeth" is how Marilyn Darch, an  English teacher at Poly High 
School, in Long Beach, California, put it in  Silicon Snake Oil. "The 
kids love them. But once they get hooked.... It  makes reading a book 
seem tedious. Books don't have sound effects, and  their brains have 
to do all the work."

Computer advocates like to point out that the Internet allows for all 
kinds of  intellectual challenges -- especially when students use E-
mail, or post notes  in "newsgroup" discussions, to correspond with 
accomplished experts. Such  experts, however, aren't consistently 
available. When they are, online  "conversations" generally take 
place when correspondents are sitting alone,  and the dialogue lacks 
the unpredictability and richness that occur in face- to-face 
discussions. In fact, when youngsters are put into groups for the  
"collaborative" learning that computer defenders celebrate, 
realistically only  one child sits at the keyboard at a time. (During 
my school visits children  tended to get quite possessive about the 
mouse and the keyboard, resulting  in frustration and noisy disputes 
more often than collaboration.) In  combination these constraints 
lead to yet another of the childhood  developmentalists' concerns  -- 
that computers encourage social isolation.

Just a Glamorous Tool

T would be easy to characterize the battle over computers as merely 
another  chapter in the world's oldest story: humanity's natural 
resistance to change.  But that does an injustice to the forces at work 
in this transformation. This  is not just the future versus the past, 
uncertainty versus nostalgia; it is about  encouraging a fundamental 
shift in personal priorities -- a minimizing of the  real, physical 
world in favor of an unreal "virtual" world. It is about  teaching 
youngsters that exploring what's on a two-dimensional screen is  
more important than playing with real objects, or sitting down to an  
attentive conversation with a friend, a parent, or a teacher. By 
extension, it  means downplaying the importance of conversation, of 
careful listening,  and of expressing oneself in person with acuity 
and individuality. In the  process, it may also limit the development 
of children's imaginations.

Perhaps this is why Steven Jobs, one of the founders of Apple 
Computer  and a man who claims to have "spearheaded giving away 
more computer  equipment to schools than anybody else on the 
planet," has come to a grim  conclusion: "What's wrong with 
education cannot be fixed with  technology," he told Wired 
magazine last year. "No amount of technology  will make a dent.... 
You're not going to solve the problems by putting all  knowledge 
onto CD-ROMs. We can put a Web site in every school -- none  of 
this is bad. It's bad only if it lulls us into thinking we're doing 
something  to solve the problem with education." Jane David, the 
consultant to Apple,  concurs, with a commonly heard caveat. "There 
are real dangers," she told  me, "in looking to technology to be the 
savior of education. But it won't  survive without the technology."

Arguments like David's remind Clifford Stoll of yesteryear's 
promises about  television. He wrote in Silicon Snake Oil,

"Sesame Street"... has been around for twenty years. Indeed, its idea 
of  making learning relevant to all was as widely promoted in the 
seventies as  the Internet is today.

So where's that demographic wave of creative and brilliant students 
now  entering college? Did kids really need to learn how to watch 
television? Did  we inflate their expectations that learning would 
always be colorful and  fun?

 Computer enthusiasts insist that the computer's "interactivity" and  
multimedia features make this machine far superior to television.  
Nonetheless, Stoll wrote,

I see a parallel between the goals of "Sesame Street" and those of 
children's  computing. Both are pervasive, expensive and encourage 
children to sit  still. Both display animated cartoons, gaudy numbers 
and weird, random  noises.... Both give the sensation that by merely 
watching a screen, you can  acquire information without work and 
without discipline.

As the technology critic Neil Postman put it to a Harvard electronic-
media  conference, "I thought that television would be the last great 
technology  that people would go into with their eyes closed. Now 
you have the  computer."

The solution is not to ban computers from classrooms altogether. But 
it may  be to ban federal spending on what is fast becoming an 
overheated  campaign. After all, the private sector, with its constant 
supply of used  computers and the computer industry's vigorous 
competition for new  customers, seems well equipped to handle the 
situation. In fact, if schools  can impose some limits -- on technology 
donors and on themselves -- rather  than indulging in a consumer 
frenzy, most will probably find themselves  with more electronic 
gear than they need. That could free the billions that  Clinton wants 
to devote to technology and make it available for  impoverished 
fundamentals: teaching solid skills in reading, thinking,  listening, 
and talking; organizing inventive field trips and other rich hands- on 
experiences; and, of course, building up the nation's core of  
knowledgeable, inspiring teachers. These notions are considerably 
less  glamorous than computers are, but their worth is firmly proved 
through a  long history.

Last fall, after the school administrators in Mansfield, 
Massachusetts, had  eliminated proposed art, music, and physical-
education positions in favor of  buying computers, Michael Bellino, 
an electrical engineer at Boston  University's Center for Space 
Physics, appeared before the Massachusetts  Board of Education to 
protest. "The purpose of the schools [is] to, as one  teacher argues, 
'Teach carpentry, not hammer,'" he testified. "We need to  teach the 
whys and ways of the world. Tools come and tools go. Teaching  our 
children tools limits their knowledge to these tools and hence limits  
their futures."

 Illustrations by Mark Fredrickson

Copyright 1997 by The Atlantic Monthly Company. All rights 
reserved.  The Atlantic Monthly; July 1997; The Computer 
Delusion; Volume 280,  No. 1; pages 45-62. 


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