A ToolBook Application: Using Computer Puzzles To Teach
Critical-Thinking SkillsAlfredBenneyFairfield UniversityBenney@FAIR1.Fairfield.edu 1996University of BergenBergen, NorwayALLC/ACH 1996editorAnneLindebjergEspenS.OreØysteinReigemencoderSaraA.Schmidtcritical-thinkingcomputer puzzlesteaching strategiesThe ProblemStudents come to American Universities with critical skills that are
inadequate for college-level scholarship. It is essential not only for their
studies, but for their lives and careers that they learn to do analysis - to
get a clear understanding of the data before they begin to form their
opinions about it. In the preface to their book, Asking the
Right Questions, Neil Browne and Stuart Keeley make the
following observation: . . . we were dismayed at the degree to which students and
acquaintances showed an increasing dependence on "experts" -
textbook writers, teachers, lawyers, politicians, journalists, and
TV commentators. As the complexity of the world seems to grow at an
accelerating rate, there is a greater tendency to become passive
absorbers of information, uncritically accepting what is seen and
heard.M. Neil Browne and Stuart M. Keeley, Asking the Right Questions, Englewood Cliffs, NJ:
Prentice-Hall, Inc. (1990), p. ix. Humanities courses have a distinct advantage in providing an educational
environment for teaching analysis or some form of critical thinking. The
subject is fuzzy and represents the way most humans interact with their
world and with one another. Because of this, analytic skills learned in this
environment have applications in a variety of people-oriented careers such
as teaching, politics, business, mediation/negotiation, criminal law, etc.,
as well as the obvious uses for personal relationships and
communication.Moreover, in today's world, there is increased pressure to evaluate education
with a "bottom line" mentality. Pressure is on teachers and students alike
to treat education as if it were only training to function in society. The
common comment to students "Oh, what are you going to do with your degree?"
illustrates normative thinking in American society. Unfortunately this has
led to two sorts of fallacies:1. Humanities courses have little value because their main focus
is not a hands-on application;2. In this so-called "Information Age" education is reduced to
"getting the answers to the questions."In the second case, the fallacy is of course, that the questions are
apparent; that there is no skill involved in exploring the problem; and that
there is no need to understand nor evaluate the problem before we apply
solutions (that are expected to bring instantaneous results).In the first case, the fallacy is that we have lost sight of what humanities
education really is. Without making this the focus of this exercise, let me
suggest that one way of thinking about this is that humanities courses
explore the messy business of learning how to analyze and evaluate the
questions that concern human beings.The ApproachGerald Bracey, reporting on the 1991 meeting of the American Psychological
Association, points out that technology has not paid attention to the most
recent findings of cognitive psychology. . . . cognitive psychologists . . . have come to believe that
`metacognition' plays an enormous role in learning. In general,
metacognition refers to thinking about your own thinking, regulating
it, and directing it according to the changing conditions of your
environment.Gerald Bracey, "Educational Technology Should Heed
Cognitive Psychology," Electronic
Learning, vol. 11, no. 3, Nov./Dec. 1991, p. 19.
At Fairfield University, I introduce my students to the question of analysis
and problem solving by using in class a puzzle exercise which I designed
using ToolBook. By displaying a series of puzzles, I am able to elicit
immediate and direct response from nearly every student in the class and by
interrupting the process at strategic points can call attention to what it
is that they are doing as they attempt to solve these problems
(metacognition). It is easy to demonstrate, for example, how such things as
assumptions, artificial boundaries, distractions, patterns, lack of
information and failure to see the problem prevent us from accurately
analyzing a problem.For an interesting discussion of obstacles
to problem solving see: Rubinstein, Moshe F., Patterns
of Problem Solving. Englewood Cliffs, N. J.: Prentice-Hall,
Inc., 1975.In this exercise, the puzzles are presented on a large screen projection
system and both the type of puzzle as well as the timing of the presentation
is in my control; my objective is:1. To involve the class/audience in responding to the
problem;2. to create a competitive environment that rewards those who have
solutions, but keeps those who fail anonymous;3. to pattern student thinking so that they discover how
distractions, artificial boundaries etc. inhibit their ability to
"think";4. and to explore with them just what they/their minds are doing
when they are solving/trying to solve these relatively simple
problems.The "Technique"It is important to understand that this is not a tutorial which simply
presents Puzzles (ideas/concepts) to the students. Rather it is the use of
technology to create a public event that involves the class in a common
enterprise. The teacher is most assuredly a guide in this enterprise.
Because of the nature of hypertext, it is possible to organize the structure
of the program based on the interaction of the students. The teacher must
learn how to use this strategy to effect the desired outcomes. Milton Glick
and others points out "that it is not what the teacher does but what he or
she gets the students to do that results in learning." Milton
Glick, "Integrating Computing into Higher Education: An Administrator's
View," Educom Review, vol. 25, no. 2 (1990), p. 35.The use of the CRT to create an interactive information environment provides
what I would call "appropriate use," because it ". . . gives the . . .
[teacher] the ability to access and manipulate not just information products
(such as text, graphics, video), but information processes as well."Katheryn Conway, Master Classrooms: Classroom
Design with Technology in Mind. Research Triangle Park, NC:
Institute for Academic Technology (1990), p. 4.The PayoffPresenting this project at a poster session makes it possible to discuss this
educational strategy with participants from a variety of disciplines as well
as to demonstrate the actual use of the puzzles to simulate a classroom
situation. In this setting it is also easier to respond to specific
questions about the authoring system (ToolBook 3.0a) as well as the design
of the "books" used. It also becomes possible to tailor the presentation to
the various needs of the participants.