Sunday, February 12, 2006

Where McLuhan Meets Maslow

Ahh...a late winter mid-Atlantic snow storm...The perfect condition for blogging! Lately, I've been engaged in discussions with educators, designers, researchers, and graduate students about Marshall McLuhan's thoughts concerning the impact of media and increased connectivity on both society and the human psyche. You might remember Marshall McLuhan for coining the term global village or his contention that the medium is the message (or was it massage?). What you might not be as familiar with is his "tetrad."The tetrad was designed to help us think and talk about the relationship between media and society. He posed four questions that we could ask of media such as television. 1) What does the media extend? 2) What does the media make obsolete? 3) What is retrieved? and 4) What does the media revert into if it is over-extended?

In this blog, I'd like for us to muse together about the relationship between McLuhan and Maslow. Specifically, let's muse over possible answers to the tetrad asked of various instructional technologies (e.g. games, simulations, tools software) and relate them to Maslow's hierarchy of needs--the deficiency needs and growth needs. Important note: I'm utilizing Maslow's expansion of the self-actualization need into two lower needs and one higher need (learn more here). We'll reflect on our own (and perhaps our students') motivations for utilizing and implementing certain technologies in various learning environments.

For example, are we utilizing technologies to extend deficiency needs in greater or lesser frequency than growth needs? Which needs, if any, are we making obsolete when we use communication/collaboration technologies and tutorials? Can technologies such as the Information Superhighway be over extended to the detriment of any of our growth needs such as aesthetics (beauty, symmetry, order) or self-transcendence?

With Maslow's hierarchy in mind, I conducted a content analysis of six blogs which related the following technologies to the tetrad questions: Information Superhighway(ISH), Collaboration/Communication tools(CCT), Tutorials(T), Games(G), Simulations(S), and Tools Software(TS). Here's some of what I discovered. Deficiency needs were associated with each technology at a higher frequency than growth needs. I linked the following deficiency needs to bloggers' comments at a greater frequency (in descending order): Esteem needs (achievement, competentence, approval or recognition), Safety and security needs (the familiar, comfort zone, low risk), Belonging and love needs (intimacy, association, affirmation) and finally Physiological needs (bodily comforts).

Furthermore, I categorized more deficiency needs as either being obsolete or retrieved with the aforementioned technologies. Only three technologies--ISH, S, TS--showed evidence for making some growth needs obsolete. Interestingly, simulation bloggers did not identify anything with the obsolesence question that I could associate with a deficiency need. Concerning growth needs, the most disturbing (but not surprising) association with Maslow was came from games (G). Bloggers noted violence as an over extended use of games. That over extension threatens what Maslow calls the self-tanscendence need (helping others and finding fulfillment beyond self).

It was also unsettling to find that bloggers thought simulations could make abstract thinking obsolete (fewer field trips, real-world practice). With this, a certain degree of cognitive growth needs (knowing, understanding, exploring) or even aesthetic needs (symmetry, order, and beauty) are hampered. Finally, I found safety and security needs, belonging needs, cognitive needs, aesthetic needs, and self-actualization needs threatened by an over extension of technology. Interestingly, TS (tools software) targeted the greatest variety of these needs over any other technology. Tutorials (T) and CCT had the greatest number of deficiency needs threatened by over extension.

No comments: