Author's Fields of Expertise: | Pattern Analysis and Recognition | Data Structures and Algorithms | Human-Computer Interaction |
0. Overview
This is a concept paper about the material that we should offer all individuals to enable them to work in a sophisticated way with information and computer technology. The author is a founding member of the Computer Science Department at UCLA, an organization that started in 1968. He has worked with computers since 1956, when analog computers were part of his laboratory work at the Cooper Union. He studied set and information theories at Caltech, getting the M.S. there in 1958. He learned to program in machine language at the System Development Corporation in 1959. The military digital computer he used there, the AN/FSQ-7 was used in the SAGE air defense system, and is now in the Computer Museum in Boston Massachusetts.
In addition to fundamental achievements in optimization, commencing with journal publication in 1964, he has written an encyclopedia article on data structures, and taught that and introductory programming courses at UCLA (Pascal) and the University of Hawaii (PL/1).
The following reflects views on teaching information technology based on a decades-long involvement with that field.
The call for papers, managerial efforts reflected in the appendix, and opportunity to participate in the workshop stimulated deeper reflection on expanded teaching efforts. A statement on my views is in the conclusion section.
Elementary items concerning literacy in computers also appear at the end of the appendix.
1. Concepts, Applications and Principles
This section follows the outline in the electronically-circulated call for paper submissions. Each of the following three sections begins with a brief statement. That is followed by a table of concepts with material about the age and education level, as well as a few ideas about a method to introduce the topic.
Six concepts appear in the first section on fundamental ideas. Three are present in the next part which concerns applications. Finally, two ideas are listed in the design principles section. That part concludes the discussion of concepts, applications and principles.
Concept | Introduction-Age | Educational-Level | Introduction Method |
Binary | 6 | 1st Grade | Mankala, Checkers |
ASCII | 12 | 6th Grade | Cryptography |
Hierarchy | 14 | 9th Grade | Library Catalog |
World-Wide-Web | 15 | 10th Grade | On-Line Research |
Stored Program | 16 | 11th Grade | Calculate Sample Mean |
Routing | 17 | 12th Grade | Telephone Numbers |
Concept descriptions
Binary: that switches have the ability to represent any numeral. That place notation is equivalent to computationally trading space and time (economical representation of decimal versus long binary strings). [At age 9 grade 4 expand to include Boolean.]
ASCII: that letters and punctuation signs can be put in correspondence with strings of relatively few binary numbers.
Hierarchy: that there is a nesting quality for many concepts, and that it is akin to finding a floor in a department store before finding the good sold there.
World-Wide-Web: that computers using communications links can transmit bursts of binary information and then process it locally to turn any connected processor into an information tool.
Stored Program: that evaluating what to do next is a capability of a machine, and that other parts of the same device can store the list of instructions.
Routing: that sequences of binary numerals can correspond to directions that a good can take through a connected network.
1b. Essential Applications of Fundamental Concepts
Although there are many applications of the fundamental concepts, only a few qualify as essential. Those that every information-technology aware individual should be educated in follow, along with the age for introduction or educational level achieved and some suggested ways to bring up the subject.
Concept | Introduction-Age | Educational-Level | Introduction Method |
Word processing | 14 | 9th Grade | Book report(s), then compare two. |
Web search | 13 | 8th Grade | Geography lesson. |
Efficiency | 15 | 10th Grade | Multiple alternatives. |
Concept descriptions
Word Processing: Word processing involves use of cut-and-paste, spell, string-search, and elementary formatting utilities (italics, bold, underlining; font-change in type style or size).
Web Search: Searching the world-wide-web uses the ASCII encoding of letters, numbers and
punctuation marks, as well as locators called pointers. Those addresses enable stored programs to operate on data stored at diverse places (and in devices with different access characteristics).
Efficiency: Comparison of multiple alternatives. This can be by means of a spreadsheet program or simpler quantitative computing, even via hand calculators. As advanced examples, routing has led to shipping efficiency and lowered cost of goods. The same can be said for information transmission over networked computers. There massive speed- and scale-increases enabled entirely new applications of computer technology.
1c. Essential Engineering and/or Information-Technology Design Principles
Essential engineering and design principles in information technology involve hierarchies of clients and devices. These can be conceived of us ranging from (at top) visual-textual-audio-human-computer-interaction, to (at bottom) the microcode computer-chip levels. These principles are best explained through introduction of diagrams and charts. Charts and diagrams refer to the use of block diagrams, feedback loops, Pert charts (planning and scheduling device), and signal-flow graphs.
Concept | Introduction-Age | Educational-Level | Introduction Method |
Charts, Diagrams | 15 | 10th Grade | Book outlines and course schedules. |
Computer Chips | 16 | 11th Grade | Cyphers and codes; light switches. |
Concept descriptions
Charts, Diagrams: Representation of branching and information flow by graphical means. Indications of responses that are yes/no leading in different directions. Gain or amplification, information input, and combination of matter from different sources.
Computer Chips: The ideas of amplifying systems and multiple-state (multivibrator circuit) devices. Accumulation of many such items on an integrated circuit. A general idea that the number of items fabricated together, i.e., combinations of many switches and multipliers, has increased to the point where highly complex systems (formerly taking up significant space and power) can be placed on a small device.
2. Evolution
In a rapidly changing technical area it is surprising how much the concepts seem to be stable. I expect all of these essential concepts, applications, and engineering/design principles to change very little over time. The only forces in the evolution of information technology that could drive change here would be highly-sophisticated intelligent agents, software that would replace human knowledge of the working level of computing with automata. If that were to take over the pedagogical process should deal with the change by moving more rapidly into abstract concepts in data structures: lists and other hierarchic structures such as binary trees would have to be emphasized rather than the hardware.
The key question is how individuals could be taught to learn about computer use. Specifically, how much to focus on new applications, services, or software packages, and conversely what
should be done to avoid that specialization. A good case can be made for emphasizing low-level use (email, library-record access) until the use of computer tools becomes second nature. I would like to see a test that acts as a hurdle testing competence in such areas before allowing introduction to more sophisticated applications.
3. Balance Between Concepts and Skills
The issue of information technology literacy is inherently one of getting individuals to jump in and begin to use tools they begin by fearing. It really isn't possible to address a balance between concepts and skills until some positive benefit tips the scales and causes a person to become a computer utility user
Awareness, holding the concept, is insufficient. The most useful qualities are learning to persevere and seeking assistance from others. Gaining skill leads inevitably to greater conceptual understanding. But the converse, starting from the concept, rarely supports gaining skill. These two approaches compete with each other totally. One is the thing that works (skill). The other acts to block ultimate understanding (concept).
4. Learning Information Technology Limitations
To learn to make informed personal/social/policy decisions about issues that involve information technology people must become aware of a broad range of benefits from its use. That can be done by direct involvement or by observing the work of others. The latter route has some significant advantages. For one, it is a lot easier to learn what others have done, than to do it oneself. Observing, supervising, employing are all valid ways to learn about information technology. Finding the limitations comes from exploring the tool. But computer-based tools are extremely strong in capability compared to earlier technology (word processor versus typewriter; spreadsheet versus calculator; web search versus library research). Hence it will be likely that user-fatigue will be the main limitation noted, not technical failures of the tools.
5. Conclusion
The primary obstacle to obtaining fundamental information technology concepts is their association with "difficult" or "boring." Much of that is due to teachers not having skill. An effective program would focus on bolstering teacher confidence by exposure to useful paid work involving computing.
University students who have grown up with computing can become aides in classes designed to develop teacher-mentors. Such individuals will have exceptional familiarity with information technology and be able to act as leaders in their schools and communities.
Computer and information technology have a revolutionary impact, probably exceeding similar major changes in communications. Telephony, printing by movable type, and many other noteworthy advances changed humanity's social institutions. Today the world of information technology is eroding barriers of time and distance.
Deep and unforeseen changes in humanity are a necessary consequence of the information revolution. If we are to make the most rapid adjustment and reap the greatest benefits from those changes we must act now to shore up the mental tools supporting comfort in working with the technology. Ultimately a broad understanding of basic knowledge will be disseminated. We can best support that in our society through work that includes information technology in fields ranging over English/Literature; History/ Geography/Politics, to Mathematics. But the latter has a special role in the process because so many Information Technology ideas and mechanisms are its progenyThe following material was prepared by the author. The first item was
before, the second during, and the final list, after the
workshop. The first two parts consist of visuals. Like the third these
are essentially outlines: a great deal can be said about information
technology literacy, and the preceding is but a small part of my views
on that subject. Of the visuals, the first is to start group discussion,
while the second was made to summarize an hour and a half breakout
meeting moderated by
A. van Dam. While the content of the second presentation includes views of
the listed individuals, the organization and overall theme are mine and
the participants did not review them. The third and last part of the
appendix is my ten point list about
Information Technology Literacy, for compilation with others'
by A. Aho.
A.1
Allen Klinger, UCLA
Introduction
To initiate our discussion I will throw out:
Involve all in some computer learning.
Use computer mentoring interactions.
Locate knowledgeable and computer-qualified people.
Pay for tutoring by screened, tested, and motivated individuals.
Establish programs to involve seniors, high school and college students.
A.2
1. The limited number of things needed to work with computers, e.g., be willing to learn; able to put up with computers' rigidities and their multiple-ways to accomplish things; that only patience, persistence, and talk with others leads to ease of use; that the latter is true for everyone.
2. The concept of data storage. Its low cost. The high value of a large amount of data as a source of information. The importance of saving data frequently.
3. Numeric counting via binary. The transformation of decimal into binary, binary into octal or hexadecimal, and the simple ideas for characters in either of the latter two schemes akin to 0, 1, ..., 9 in decimal.
4. Coding actions, letters and punctuation marks, and addresses by digital strings (binary, octal, hexadecimal symbols).
5. The ascii code and its ability to represent text-only documents.
6. Pointers, indicators of memory locations on a computer, general concepts of local and network-reached information. URLs as non-local pointers. World wide web search using URL-pointers. The latter as pointer examples where a network address is akin to an area-code/telephone-number.
7. Hierarchy.
8. An overview of the software in general use.
9. Extensions and other abbreviated alphabetic strings (http, html, rtf) acting like supermarket/department-store categories.
10. Algorithm.
Dozen, hour, minute, week involve quantity. Those words name amounts of eggs, minutes, seconds or days. (This leads into number bases and modulo arithmetic.)
What is 11 cut in half?
Will 9 apples fit in 4 baskets with an odd number in each?
Numbers lead to power; ideas like `odd' lead to problem-solving.
Ideas in the puzzle, apples-baskets are at the core of the on-off basis of digital computers.
What's next in this sequence?
10, 11, 12, 13, 14, 15, 16, 17, 20, 22, 24, __?
(Merwyn Sommer contributed the problem. Hint: it pertains to math in
the computer world.)
Building on the preceding we can create an educational unit, as in the prototype below.
Dozens work for eggs as sixties do for minutes. General agreement has been to use tens since numbers took the current form. For digital computers that choice isn't best.
Computers count with zeroes and ones, only two symbols. This causes two, eight and sixteen, even numbers found from repeated multiplying of two, to play special roles in the digital computer world.
Computers replace counting and symbols based on ten with systems that use two, eight or sixteen. The names for those systems and an example of counting in them is next.
Binary three, 11, is octal nine and hexadecimal seventeen.
More can be said about number systems used by cultures in different parts of the world, and historic change. Instead this ends here with counting the main theme.