Writing
Software: Can a Computer Program Teach Me to Write?
-- Terry Boothman
Ask a writer this question. Many
will say, "You can't teach someone to write.
The best you can do is to inspire and guide the
process." This belief is thoughtfully founded.
Writers and teachers of writing have witnessed
the failure of countless hard-working students
and the success of many who have had little formal
training. It's reasonable to conclude that success
at writing demands more than the ability to pay
tuition.
One could debate at length the
difference between "teaching a writer"
and "helping a writer to learn." This
becomes an issue of semantics, but there is a
point of agreement: learning does occur. Shakespeare
said, "some are born great, some achieve
greatness, and some have greatness thrust upon
them," but even the Bard would have to agree
that those who were born great didn't offer us
the fruits of their endowment while still in bonnets
and bibs. Writers, even the most precocious, don't
leap from the womb with stories or novels completely
formed in their heads. Everyone has to learn something.
Divide the task of writing into
two components: "vision" and "craft."
Vision is the sum and extension of our life experience
and our ability to look within ourselves. Craft
is equally necessary and includes the skills we
must master in order to convey our vision. For
the writer, this amounts to everything from correct
spelling and syntax to the ability to structure
a story dramatically or to establish a theme.
The learning of craft comes from our interaction
with certain kinds of information at certain times.
Craft, in fact, has to be learned. If I offer
you something that accelerates this learning process,
a suggestion, an example --anything-- can I call
it "teaching?" Let's say I can.
Can a computer teach you to write?
Unless you see a real difference between teach
and assist in learning, the answer is
yes, of course it can -- simply because, under
the right circumstances, anything can.
It's not a matter of whether a computer has any
special powers. It's a matter of whether the methods
used by the computer offer a good return on your
investment in the program. Does the program offer
enough of a learning resource to justify its cost?
What doesn't work?
Many teaching products don't address computer-based
learning as precisely that: computer-based. They
tend to move information from paper to computer
without considering the specific advantages and
disadvantages that a computer offers. This paper-to-computer
transfer does nothing to increase the product's
effectiveness as a learning tool. In fact, it
does just the opposite. It's more difficult to
navigate through a series of linear computer screens
than it is to turn the pages of a book. Computer
text is more fatiguing to read and certainly a
lot less portable than book text. Whether or not
such products offer good advice is irrelevant
to the quality of the computer product as such.
If such advice can be offered more effectively
(and far more cheaply) in book form, it is a disservice
to the buyer to market it as computer-based learning.
A second category of products
are those that offer "templates" or
writing shortcuts. These products generate plots,
story ideas, characterization, or other elements
from data stored in a program. Such services can
be useful, but have a limited objective as learning
tools. Consider an analogy to electronic keyboards
that supply built-in instrument voices, drum beats,
and other preprogrammed musical elements. These
prefabricated features allow you to create a musical
piece quickly and easily -- if that is your aim.
They don't necessarily support learning. They
may in fact delay learning by offering seductive
shortcuts. Prefabricated plots or story ideas
can serve as examples but have little value as
teaching tools.
What does work?
This will sound like an artful dodge, but the
answer gets somewhat technical. The following
is an oversimplification, but a best try at avoiding
jargon.
(For the weak of heart, consider
this essay now over. Thanks for getting this far.)
It has to do with accessibility
of information. And this key concept of "rapid
access" addresses more than the speed of
your computer. It's not just getting to a bit
of information in a hurry. It's also--and more
importantly--the result of a computer-based architecture
that supports the kind of "cognitive processing"
(mental work) that leads to learning. This means
a thoughtful integration of curriculum design,
learning support system development, and interface.
(I warned you.)
The result of all of this is "rapid
access," a reduction in the time and effort
required to get information (information chosen
to create learning). How can this concept of rapid
access accelerate learning?
1. By making your search for information
more fruitful.
2. By giving you only what you want, not what
you don't.
3. By giving you information at the "moment
of need," when you are most motivated. This
"just in time" acquisition boosts the
probability that new information will move into
long-term memory.
4. By changing the way you learn. You'll find
yourself far more likely to explore, experiment,
and profit from incidental learning (advice or
ideas that you just "run into") than
you would with a linear system.
Can't I Get the Same Benefits
from Books?
It's not very likely. When time delays are reduced,
we cross "motivational thresholds."
We behave differently than we would otherwise.
When we bought our first microwave oven, we began
to prepare food differently than we did with conventional
ovens. It wasn't just a matter of cooking the
same things more quickly. Likewise, if we should
move to the center of a city, we'd develop different
habits than we had when we lived an hour into
the country. We'd shop differently, use leisure
time differently -- we'd organize our lives differently.
What would happen if all word
processors were taken away and we had to rely
on typewriters? Would we work the same way, only
at a far slower pace? Wouldn't we have to type
a lot more carefully once deprived of painless
electronic editing? What would happen if we had
to surrender our instant foods, our remote controls
-- if all speed limits were reduced to 25 miles
per hour? Would life simply slow down, or would
we rework the way we do things? Savings in time
leads to changes in behavior.
Did you ever learn from a reference
or "how to" book by reading it one time
from beginning to end? Didn't you find yourself
re-reading the critical parts, skipping much of
the material, maybe even taking notes or highlighting
the sections of interest to you? Learning isn't
a matter of one-time exposure to information:
it's a matter of processing that information in
certain ways in order to make it useful. Learning
can be helped by a computer that uses strategies
to accelerate that processing.
Books are, and will continue to
be, critical learning resources. They have many
benefits over computers (tradition, readability,
portability and cost, to name a few). But books
represent time-consuming, linear, non-interactive
methods of information delivery.
Conclusion
Yes, a computer program can teach you to write-but
not just any computer program. It must be designed
to accelerate the learning process enough to justify
its cost over a conventional system.
And now the commercial pitch:
Some of the learning-support strategies
used by the Writer's Software Companion:
- The chosen information is credible,
current, and written for easy reading. In fact,
part of the program is a series of columns previously
published in Writer's Digest magazine.
These columns are highly readable and full of
examples from published literature.
- Information is highly organized
and categorized using conventional terminology.
- Information is offered on more
than a single level of abstraction. Essays are
summarized into Key Points, and Key Points are
further summarized into Checklists. This process
of summarization allows the learner to get the
information in three different formats, ranging
from in-depth treatment to quickly digestible
main points.
- Information is "hyper-linked"
(electronically cross-referenced) to facilitate
experimentation, free association, and discovery
learning.
- Both scope and depth are offered.
Over one-hundred main topics are covered at
least briefly. There are sixty-seven essays
that offer extensive treatment.
- Rapid "one-click"
access, bite-size chunking, and multiple indexing
makes information easily re-usable. This re-usability
supports a learner's need to revisit information
as their needs change.
- Redundant indexing is used
to maximize ease of access and to support a
wide variety of learning strategies. (Learners
adopt different personal styles of information
access.)
- The interface is intuitive,
highly-visual, and uses consistent navigational
rules. For the most part, learners can get from
place to place with only a single mouse-click.
- Meaningful interactivity is
used throughout, allowing learners to engage
the system by exploring and by problem-solving.
- Multiple search strategies
allow learners to find content based on a single
word, a phrase, or any entry in a 250-item electronic
index.
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