The First Wave

In the beginning, Gates said, "Let there be DOS."
All hail CasearIn "From Pencils to Pixels: The Stages of Literacy Technology," Dennis Baron notes that "the computer is simply the latest step in a long line of writing technologies."  Heralded as a boon to grammar instruction, the computer provided acontextual drill and practice for students in grammar, punctuation, and other mechanical skills, much like a multiple-choice standardized exam.  But computers soon offered more to students than paper exams could provide: when students choose the right answer, they might be rewarded by flashing colored lights or even sounds; choosing the wrong answer might result in video-game like "death."  In other words, the grammar quizzes took on game-like qualities that were supposed to (and generally did) engage students' attention.  As computer technologies developed, these drill-and-(s)kill "games" also developed.  The problem(s) is (was/were), however, that a) students quickly became bored as home and arcade video games provided far more "bang for the buck," moving from text-based adventure games to joystick-driven audio-and-video phantasias; and b) acontextual drill and practice in the mechanics of writing does not translate into better writing.

Early computers-and-writing enthusiasts, however, saw the potential of the new writing technologies to encourage student writing in a variety of ways: word processing programs could be used to encourage revision; grammar- and spell-checkers could help to facilitate correctness; and heuristics programs could help students develop and organize their ideas.  With the growth of network capabilities, collaborative work was facilitated, and teachers saw the potential of text-based real-time chat discussions and file-sharing capabilities to complement the growing investment in collaboration and group work in the writing classroom (c.f. Hawisher et al.).  The Daedalus Group developed the Daedalus Integrated Writing Environment and the rest (as "they" say) is history.... 


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