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Effective use of computers in classrooms first requires that faculty members
have computers or terminals on their desks, with network connections, access
to laptop computers, and standard presentation graphics packages such as
Freelance Graphics from Lotus and PowerPoint from Microsoft.
Growth in the classroom use of computing is a slow process. It depends on a
balance between expanding and improving the necessary computational
infrastructure (including hardware, software, and support) and encouraging
demand for this infrastructure. Funds need to be set aside for on-going
expenditures, so that a faculty member can decide on something he or she needs
during a fiscal year, have it purchased and installed, and try it out.
Obtaining modest funding for innovations in computer-aided instruction should
not require waiting for the next annual budget cycle.
Some new faculty members who grew up with digital technology will help to
increase demand, both directly and by example. Other approaches to promoting
use of this technology include:
- Individual faculty members can be chosen as champions and given
some form of compensation to act as mentors to their colleagues for a
specified period of time.
- Incentive systems can be adjusted to reward faculty members for
innovative use of computers.
- The ACC or other computational centers on campus can target
groups of faculty members, taking a more active role in promoting
the use of specific packages or technologies.
The recent summer learning institute for technology is an excellent
first step, and should be continued, publicized, and expanded.
A crucial requirement is that faculty members not be penalized unnecessarily
for incorporating technology. One such penalty is a poor reaction from
students if the classroom technology is too slow or does not work as expected;
if support in computer labs is inadequate; or if students are expected to buy
software packages for their own computers. Another form of penalty is
significant time spent struggling with technical difficulties in creating
assignments, demonstrations, and lectures that use technology. Therefore two
overarching principles must be:
- Technology which is promised will be provided and will work. This means,
for example, that when a faculty member walks into a classroom planning to use
the computer, the projected display will be perfectly legible to all the
students in the room, the needed software will be loaded on the computer, and
the computer will be powerful enough to prevent dead times during
the class. Reiss 103 is one example of a classroom that meets these technical
requirements.
- Faculty members should be able to count on adequate software support for
themselves and in computer labs for students. This means that when a faculty
member gives an assignment that uses the computer, there should be regular
hours during which well-trained consultants are available to help the
students, documentation and training materials including videos and on-line
tutorials should be readily available, and the software should run without
tortuous delays.
Next: Options for Computers
Up: Education and Computing
Previous: Introduction
Joe Serene
Wed Jul 5 17:42:50 EDT 1995