There
has been much talk in recent years about the use of simulations and
gaming in education, both for children and adults. The best educational
simulations and games --we are told-- embody 'active learning'
(learning by doing, or the formation of knowledge through the
subjective cognitive experiences of the learner as opposed to the
passive consumption of information or facts). They also provide a safe
environment for testing problem-solving techniques without the risks
that we encounter in the 'real' world.
Talk about
the use of simulations as a method of assessment is more prevalent in
the corporate training world than in K-12 education, but the
application of simulations for testing seems to be an obvious one:
Simulations are expanding the computer-based
testing horizon. They're delivering benefits across the board that are
ushering in the next generation of testing. Test-takers benefit from
simulations because simulations assess skills, not just knowledge.
Further, simulations provide a higher level of test security because
the exam is not simply constructed with multiple-choice questions that
may be memorized and exposed. (Wenck, 2005: Simulations: The Next
Generation of Testing)
I would like to explore some
of the implications of using simulations as a means of assessment.
While simulations are often presented as the antithesis of old methods
of evaluation, I would like to warn against uses of simulations that
merely replicate, with some modifications, the norms of traditional
testing. Specifically, I want to examine the way in which both
traditional testing and simulations shape the learning process by
normalizing values and creating expectations of how things ought to
work outside of the learning environment.
Any type
of learning or assessment activity conditions in some way our
understanding of the world. In other words, tests and simulations
predispose us in a particular way towards reality. Testing that asks
students to select a 'best option' (whether simple multiple choice
quizzes or sophisticated computer simulations) can be seen as the last
step in confirming that the learner has assimilated the worldviews
suggested by the options in the test itself, and that she implicitly
accepts the test as the only viable method for evaluating knowledge in
that instance (from this perspective, it is inconsequential whether the
student fails or passes the test, as long as she is exposed to the
kinds of expectations that the test creates). I want to question what
role technology plays in this process, specially in regards to
simulations. But before doing that, I want to explore the notion that
tests come with an attached worldview a bit further.
Testing as indoctrination
Testing
normalizes attitudes towards the world. This is perhaps most visible in
problem-based learning, where a situation from the 'real' world is used
to measure skills learned in class. I am suggesting that the function
of testing is not only skill evaluation, but the standardization of a
worldview embedded in the test, making the situation represented in the
problem seem natural. Consider the following example: Mahmood Mamdani
(2004) relates how in the 1980's and 1990's the University of Nebraska,
with a $50 million grant from USAID (a federal agency), developed
textbooks for children in Afghanistan. Some of the test questions in
thiese textbooks are worth looking at:
A
third-grade mathematics textbook asks: "One group of maujahidin
[guerrillas backed by the U.S., later to become the Taliban] attack 50
Russians soldiers. In that attack 20 Russians are killed. How many
Russians fled?" A fourth-grade textbook ups the ante: "The speed of a
Kalashnikov [a machine gun] bullet is 800 meters per second. If a
Russian is at a distance of 3200 meters from a mujahid, and that
mujahid aims at the Russian's head, calculate how many seconds it will
take for the bullet to strike the Russian in the forehead" (p. 137, my
notes in brackets).
This example, I assume, is
shocking to most of us because it is such a transparent attempt at
indoctrination (although it might be less or more shocking depending on
one's knowledge of U.S. foreign policy). But what about the tests our
students take everyday? What kind of indoctrination is going on there?
The process might be too transparent for even the test designers to
notice, but this does not mean our tests don't have a worldview to
push.
What do tests really measure?
Testing
not only normalizes attitudes but, like I said earlier, it requires the
implicit acceptance from the learner (and society) that the test is the
most reliable method to measure how well knowledge can be applied in
that instance. There is only one worse thing than flunking the test,
and that is to refuse to take the test at all, as there are often no
alternatives to certification. But are tests really an accurate
indicator of competency?
There is currently a lot
of debate over this point. The No Child Left Behind (NCLB) act (which,
as with many policies of the current administration, does exactly the
opposite of what its name suggests) has placed great importance on
standardized testing as a way of determining the success rate of
students, teachers, and schools. However, what administrators think the
tests measure and what they actually measure (referred to as the
validity of a test) might be two very different things. Unfortunately
for students, this discrepancy is resulting in many of them being
precisely 'left behind.'
The measurement validity
of a test is an extremely important concept. Measurement validity
simply means whether a test provides useful information for a
particular purpose. Said another way: Will the test accurately measure
the test taker's knowledge in the content area being tested? ... If
tests are going to be used to determine which students will advance and
what subjects schools will teach, it is imperative that we understand
how best to measure student learning and how the use of high-stakes
testing will affect student drop-out rates, graduation rates, course
content, levels of student anxiety, and teaching practices.
(Appropriate Use of High-Stakes Testing in Our Nation's Schools)
Of
course, measurement validity is something that needs to be assessed for
every test. But at the macro level, the issue is not only whether
individual tests are valid or invalid, but also how the increasing
emphasis on testing (an emerging culture of testing, so to speak) is
creating an environment in which testing itself determines what
students should learn. As W. James Popham (2001) describes:
Because
today's educators are under such intense pressure to raise their
students' scores on high-stakes tests [tests which determine whether a
student advances to the next year, for example], we are witnessing a
nationwide diminishment of curricular attention toward any subject that
isn't included on a high-stake test. As many beleaguered educators will
comment, "If our job is to raise test scores, why waste time teaching
content that's not even tested?" (p. 19; my notes in brackets)
Enter the Simulation
This
situation, which is bad enough as it is, may not be necessarily
corrected by the use of simulations for assessment purposes, even while
educators may think that by using simulations they are breaking from
the shackles of traditional testing. This is because simulations are,
after all, a form of testing. Simple simulations provide a limited
number of options from which the user must choose. More advanced
simulations provide more options, but all simulations --even those in
which options are generated through some sort of AI algorithm-- have a
limited universe of options. Some of those options lead to outcomes
that are more favorable than others. The goal of the person going
through the simulation is to find which combination of choices, in
response to the variables presented by the simulation, lead to the
desired outcome.
Furthermore, simulations replicate the less obvious characteristics of traditional tests I have outlined so far:
Simulations
normalize attitudes. Even the most sophisticated simulations limit the
number of possible responses, and in thus doing shape a view of the
world in which the application of knowledge is limited to those
responses.
Simulations demand implicit acceptance
as valid instruments. Whether a simulation meets the requirements of
measurement validity or not is a moot point once it is being used as
the main or only method of certification.
Simulations
determine curriculum and teaching practices. Instead of teaching to the
test, teachers may begin teaching to the simulation.
There
is another important aspect to this issue: teachers (most often) don't
design simulations, software companies do. Take, for instance, the
following list of evaluation criteria for tests that Popham (2001)
prescribes:
Curricular Congruence. Would a
student's response to this item, along with others, contribute to a
valid determination of whether the student has mastered the specific
content standard the item is supposed to be measuring?
Instructional
Sensitivity. If a teacher is, with reasonable effectiveness, attempting
to promote students' mastery of the content standard that this item is
supposed to measure, is it likely that most of the teacher's students
will be able to answer the item correctly?
Out-of-School
Factors. Is the item essentially free of content that would make a
student's socioeconomic status or inherited academic aptitudes the
dominant influence on how the student will respond?
Bias.
Is the item free of content that might offend or unfairly penalize
students because of personal characteristics such as race, gender,
ethnicity, or socioeconomic status? (p. 94) What opportunities
might teachers have to make corrections to address these issues in
simulations that they themselves have not created, and have no
opportunity, copyright or skills to modify?
Rules of Reality: The tester's mindset
If
testing normalizes attitudes, why might this be a bad thing? My
argument is that simulations perpetuate the mechanistic, reductionist
and linear (cause-effect) thinking that traditional testing institutes.
Problem solving (assessed through tests or simulations), requires the
kind of mindset that Peter Bentley (2003, The meaning of code, in Ars
Electronica 2003) associates with the skill of writing computer code:
"Code is so literal, so unambiguous, that it takes a while to train a
mind to think in the same way," states Bentley, and I would argue that
in fact this type of testing is part of the preparation for developing
these particular skills:
You become used to breaking
down problems into smaller, easier parts. It becomes natural to think
in this way, whether working out how to build a robot, or how to climb
down from a tree. Good programmers are natural problem-solvers, for
this is how we write code. But code can also dehumanise a person. There
is no subtlety, no humour, no scope for emotion in code. (Bentley, 2003)
Put
simply, testing is a way to 'leave behind' those who cannot think like
problem-solvers, or at least a particular kind of dehumanized problem
solver. Can it really be that those meant to succeed in our educational
systems are those that manage to unlearn subtlety, humor and emotion?
Reality Rules: Alternative use of simulations
I
am not trying to suggest that there is no room in learning for computer
simulations. Instead, I have so far warned against the use of
simulations for testing purposes only. Now, I would like to take my
argument a step further and suggest how I think simulations should be
used in learning.
In essence, I believe that
learners should be builders, not consumers of simulations. Students
using simulation authoring software (like STELLA) may not be able to
produce simulations as sophisticated as those sold by software
companies, but the learning that happens in the process might be more
meaningful. In fact, the point of having students build their own
imperfect simulations is precisely that the simulations should fail.
Why? Because simulations are approximations of reality, and in
realizing how they fail to capture the complexity of reality, we arrive
at a more meaningful understanding of it. Breaking down a problem into
parts that can be simulated can indeed be a useful learning activity,
but the learning process should not stop there. An assessment of how
any collection of variables fails to approximate reality, and a
discussion of why and how that is, should be the final and most
important part of a simulation or game design activity.
[I
would like to insert another comment about the perceived benefits of
off-the-shelf simulations. These are often said to provide a 'safe
environment' in which the learner can experiment with making decisions
without costly consequences. This seems to me to be an expensive waste
of time. What we should be teaching students is how to communicate
better to create that 'safe environment' in real life. We are all asked
to make difficult and important decisions that no amount of simulations
can prepare us for. Instead of thinking of ourselves as individual
actors making those decisions in isolation (just like we do in
simulations), we should prepare individuals for participating in
collaborative processes that difuse the danger of individualist
decision making.]
Where to go from here? (technology and school change)
Most
public schools are currently dealing with the problems of standardized
high-stakes testing, and the use of simulations for testing is not yet
an imminent threat. Corporate training and higher ed is probably where
evaluative simulations are being used the most, but even there the cost
of producing them has prevented widespread use. So why am I making such
a big fuss?
I see evaluative simulations as a
logical next step in the history of educational technology and testing.
Part of the reason standardized testing has taken off the way it has is
because technology greatly facilitates the administration and grading
of tests, and the tabulation and aggregation of scores. An important
consequence of this (as I hinted above) is that, as schools are made to
do more with less resources, technology has been put at the service of
testing, and assessment decisions have been taken out of teacher's
hands. Consequently, as we have seen, curricular decisions are made
based on what the test covers. With simulations, decisions about
teaching practices could be equally constrained (not just what should
be taught, but how). Is it that hard to imagine a future where teachers
of failing schools, as determined by the NCLB act, are stripped more
and more of teaching responsibilities and become mere monitors of
students sitting in front of government-approved simulations (developed
by the same companies that now develop standardized tests)? Given the
current emphasis on standardized testing, cost-savings and efficiency,
I am afraid this is not such an outlandish scenario.
Unfortunately,
our fascination with technology may sometimes divert from our efforts
to improve learning and change things at schools. To talk about
computer simulations and video games in education is trendy. But all
the talk of 'everything bad is good for you' seems to focus attention
on the role of students as consumers, not producers. People in
education who want to seem cutting edge feel obliged to make a nod to
computer games and the increasing technological savvy of students.
Indeed, there is much that is good about the new technologies, but this
should not lead us to adopt an uncritical stance when it comes to
incorporating technology into the learning process.
In a recent interview, Deneen Frazier Bowen talked about the results of a research project she undertook at Bell South:
Our
report showed that although teachers increased their technology skills
and technology integration in the curriculum, students saw no changes.
For students, using more technology made no difference; the difference
they sought was at the design and access levels. Teachers still
designed the learning task and only provided access to those
technologies with which they were comfortable. Students seek a change
in process, not just the automation of a traditional one. (Morrison
& Frazier Bowen, 2005, Taking a Journey with Today's Digital Kids:
An Interview with Deneen Frazier Bowen)
Simulations
are not going to motivate students if all they do is replace
traditional testing. Learning activities that involve building
simulations or computer games can be a way to involve students in
curricular design, but this type of activity needs to be contextualized
by an analysis of how the simulations or games we create fail to
approximate the complexity of reality. Only if this is achieved will we
be preparing students for a more meaningful engagement with the world.
Offline References:
Mamdani,
M. (2004). Good muslim, bad muslim: America, the cold war, and the
roots of terror (1st ed.). New York: Pantheon Books.
Popham,
W. J. (2001). The truth about testing: An educator's call to action.
Alexandria, Va.: Association for Supervision and Curriculum
Development.
Re-printed with permission from the author. The original article is issued under a Creative Commons license and can be accessed here.
Let us know what you think by clicking the feedback link below and your response will be considered for posting.
Line56 welcomes reader feedback to stories,
research and opinions expressed in E-Business Blogs. Those wishing to
submit feedback for publication must identify themselves by title and
company affiliation, and include a telephone number. Line56 reserves
the right to edit content.
Although
selected, edited and approved for posting by Line56 Editors, opinions
stated in E-Business Blogs do not necessarily reflect the views of
Line56 Media.