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Turkle​: ​How ​Computers ​Change ​the ​Way ​We ​Think 0​4​/​16​/​2008 ​03​:​52 ​PM

http​:​/​/​chronicle​.​com​/​weekly​/​v50​/​21​/​21602601​.​htm From ​the ​issue ​dated ​January ​30​, ​2004 ​The ​Chronicle ​of ​Higher ​Educa​tion http​:​/​/​www​.​chronicle​.​com ​Section​: ​The ​Chronicle ​Review ​Volume ​50​, ​Issue ​21​, ​Page ​B26

How ​C​ompu​ters ​Change ​the ​Way ​We ​Think By ​SHERRY ​TURKLE

The ​tools ​we ​use ​to ​think ​change ​the ​ways ​in ​which ​we ​think​. ​The ​invention ​of ​written language ​brought ​about ​a ​radical ​shift ​in ​how ​we ​process​, ​organize​, ​store​, ​and ​transmit representations ​of ​the ​world​. ​Although ​writing ​remains ​our ​primary ​information technology​, ​today ​when ​we ​think ​about ​the ​impact ​of ​technology ​on ​our ​habits ​of ​mind​, we ​think ​primarily ​of ​the ​computer​.

My ​first ​encounters ​with ​how ​computers ​change ​the ​way ​we ​think ​came ​soon ​after ​I joined ​the ​faculty ​at ​the ​Massachusetts ​Institute ​of ​Technology ​in ​the ​late ​1970s​, ​at the ​end ​of ​the ​era ​of ​the ​slide ​rule ​and ​the ​beginning ​of ​the ​era ​of ​the ​personal computer​. ​At ​a ​lunch ​for ​new ​faculty ​members​, ​several ​senior ​professors ​in engineering ​complained ​that ​the ​transition ​from ​slide ​rules ​to ​calculators ​had affected ​their ​students​' ​ability ​to ​deal ​with ​issues ​of ​scale​. ​When ​students ​used slide ​rules​, ​they ​had ​to ​insert ​decimal ​points ​themselves​. ​The ​professors ​insisted that ​that ​required ​students ​to ​maintain ​a ​mental ​sense ​of ​scale​, ​whereas ​those ​who relied ​on ​calculators ​made ​frequent ​errors ​in ​orders ​of ​magnitude​. ​Additionally​, ​the students ​with ​calculators ​had ​lost ​their ​ability ​to ​do ​"​back ​of ​the ​envelope​" ​calculations​, and ​with ​that​, ​an ​intuitive ​feel ​for ​the material​.

That ​same ​semester​, ​I ​taught ​a ​course ​in ​the ​history ​of ​psychology​. ​There​, ​I experienced ​the ​impact ​of ​computational ​objects ​on ​students​' ​ideas ​about ​their emotional ​lives​. ​My ​class ​had ​read ​Freud​'​s ​essay ​on ​slips ​of ​the ​tongue​, ​with ​its famous ​first ​example​: ​The ​chairman ​of ​a ​parliamentary ​session ​opens ​a ​meeting by ​declaring it ​closed​. ​The ​students ​discussed ​how ​Freud ​interpreted ​such ​errors as ​revealing ​a ​person​'​s ​mixed ​emotions​. ​A ​computer​-​science ​major ​disagreed with ​Freud​'​s ​approach​. ​The ​mind​, ​she ​argued​, ​is ​a ​computer​. ​And ​in ​a computational ​dictionary ​-​- ​like ​we ​have ​in ​the ​human ​mind ​-​- ​"​closed​" ​and ​"​open​" are ​designated ​by ​the ​same ​symbol​, ​separated ​by ​a ​sign ​for ​opposition​. ​"​Closed​" ​equals

"​minus ​open​.​" ​To ​substitute ​"​closed​" ​for ​"​open​" ​does ​not ​require ​the ​notion ​of ​ambivalence ​or conflict​.

"​When ​the ​chairman ​made ​that ​substitution​,​" ​she ​declared​, ​"​a ​bit ​was ​dropped​; ​a minus ​sign ​was ​lost​. ​There ​was ​a ​power ​surge​. ​No ​problem​.​"

The ​young ​woman ​turned ​a ​Freudian ​slip ​into ​an ​information​-​processing ​error​. An ​explanation ​in ​terms ​of ​meaning ​had ​become ​an ​explanation ​in ​terms ​of mechanism​.

Such ​encounters ​turned ​me ​to ​the ​study ​of ​both ​the ​instrumental ​and ​the subjective ​sides ​of ​the ​nascent ​computer ​culture​. ​As ​an ​ethnographer ​and psychologist​, ​I ​began ​to ​study ​not ​only ​what ​the ​computer ​was ​doing ​f​o​r ​us​, ​but what ​it ​was ​doing ​t​o ​us​, ​including ​how ​it ​was ​changing ​the ​way ​we ​see ​ourselves​, ​our ​sense of ​human ​identity​.

In ​the ​1980s​, ​I ​surveyed ​the ​psychological ​effects ​of ​computational ​objects ​in ​everyday life ​-​- ​largely ​the ​unintended ​side ​effects ​of ​people​'​s ​tendency ​to ​project ​thoughts and ​feelings ​onto ​their ​machines​. ​In ​the ​20 ​years ​since​, ​computational explicitly ​designed ​to ​have ​emotional ​and ​cognitive ​effects​. ​And ​those ​"​effects ​by ​design​" ​will become ​even ​stronger ​in ​the ​decade ​to ​come​. ​Machines ​are ​being ​designed ​to ​serve explicitly ​as ​companions​, ​pets​, ​and ​tutors​. ​And ​they ​are ​introduced ​in ​school ​settings ​for the ​youngest children​.

Today​, ​starting ​in ​elementary ​school​, ​students ​use ​e​-​mail​, ​word ​processing​, computer ​simulations​, ​virtual ​communities​, ​and ​PowerPoint ​software​. ​In ​the process​, ​they ​are ​absorbing ​more ​than ​the ​content ​of ​what ​appears ​on ​their screens​. ​They ​are ​learning ​new ​ways ​to ​think ​about ​what ​it ​means ​to ​know ​and understand​.

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What ​follows is ​a ​short ​and ​certainly ​not ​comprehensive ​list ​of ​areas ​where ​I ​see information ​technology ​encouraging ​changes ​in ​thinking​. ​There ​can ​be ​no ​simple way ​of ​cataloging ​whether ​any ​particular ​change ​is ​good ​or ​bad​. ​That ​is ​contested terrain​. ​At ​every ​step ​we ​have ​to ​ask​, ​as ​educators ​and ​citizens​, ​whether ​current

technology ​is ​leading ​us ​in ​directions ​that ​serve ​our ​human ​purposes​. ​Such ​questions are ​not ​technical​; ​they ​are ​social​, ​moral​, ​and ​political​. ​For ​me​, ​addressing ​that ​subjective side ​of ​computation ​is ​one ​of ​the ​more ​significant ​challenges ​for ​the ​next ​decade ​of ​information technology ​in ​higher ​education​. ​Technolo​g​y ​does ​not ​determine ​change​, ​but ​it encourages ​us ​to ​take ​certain ​directions​. ​If ​we ​make ​those ​directions ​clear​, ​we ​can ​more easily ​exert ​human ​choice​.

Thinking ​about ​privacy​. ​Today​'​s ​college ​students ​are ​habituated ​to a ​world ​of online ​blogging​, ​instant ​messaging​, ​an​d ​Web ​browsing that ​leaves ​electronic traces​. ​Yet ​they ​have ​had ​little ​experience ​with ​the ​right ​to ​privacy​. ​Unlike ​past generations ​of ​Americans​, ​who ​grew ​up ​with ​the ​notion ​that ​the ​privacy ​of ​their mail ​was ​sacrosanct​, ​our ​children ​are ​accustomed ​to ​electronic ​surveillance ​as ​part of ​their ​daily ​lives​.

I ​have ​colleagues ​who ​feel ​that ​the ​increased ​incursions ​on ​privacy ​have ​put ​the ​topic ​more ​in the ​news​, ​and ​that ​this ​is ​a ​positive ​change​. ​But ​middle​-school ​and ​high​-​school ​students tend ​to ​be ​willing ​to ​provide ​personal ​information ​online ​with ​no ​safeguards​, ​and ​college students ​seem ​uninterested in ​violations ​of ​privacy ​and ​in ​increased ​governmental ​and commercial ​surveillance​. ​Professors ​find ​that ​students ​do ​not ​understand ​that ​in ​a democracy​, ​privacy ​is ​a ​right​, ​not ​merely ​a ​privilege​. ​In ​10 ​years​, ​ideas ​about ​the relationship ​of ​privacy ​and ​government ​will ​require ​even ​more ​active ​pedago​g​y​. (​One ​might ​also ​hope ​that ​increased ​education ​about ​the ​kinds ​of ​silent ​surveillance ​that technology ​makes ​possible ​may ​inspire ​more ​active ​political ​engagement ​with ​the issue​.​)

Avata​rs ​or ​a ​self​? ​Chat ​rooms​, ​role​-​playing ​games​, ​and ​other ​technological ​venues offer ​us ​many ​different contexts ​for se ​possibilities ​are ​particularly ​important ​for adolescents ​because ​they ​offer what ​Eri​k ​Erikson described ​as ​a ​moratorium​, ​a ​time ​out ​or ​safe ​space ​for ​the ​personal experimentation ​that ​is ​so ​crucial ​for ​adolescent ​development​. ​Our ​dangerous world ​-- ​with ​crime​, ​terrorism​, ​drugs​, ​and ​AIDS ​-​- ​offers ​little ​in ​the ​way ​of ​safe spaces​. ​Online ​worlds ​can ​provide valuable ​spaces ​for ​identity ​play​.

But ​some ​people who ​gain ​fluency ​in expressing ​multiple ​aspects ​of ​self ​may ​find it ​harder ​to ​develop ​authentic ​selves​. ​Some ​children ​who ​write ​narratives ​for ​their screen ​avatars ​may ​grow ​up ​with ​too ​little ​experience ​of ​how ​to ​share ​their ​real feelings ​with ​other ​people​. ​For ​those ​who ​are ​lonely ​yet ​afraid ​of ​intimacy​, information ​technolo​g​y ​has ​made ​it ​possible ​to ​have ​the ​illusion ​of ​companionship

without ​the ​demands ​of ​friendship​.

From ​powerful ​ideas ​to ​PowerPoint​. ​In ​the ​1970s ​and ​early ​1980s​, ​some educators ​wanted ​to ​make ​programming ​part ​of ​the ​regular ​curriculum ​for ​K​-​12 education​. ​They ​argued ​that ​because ​information ​technology ​carries ​ideas​, ​it ​might ​as well ​carry ​the most ​powerful ​ideas ​that ​computer ​science ​has ​to ​offer​. ​It ​is ​ironic ​that ​in most ​elementary ​schools ​today​, ​the ​ideas ​being ​carried ​by ​information ​technology are ​not ​ideas ​from ​computer ​science ​like ​procedural ​thinking​, ​but ​more ​likely ​to be ​those ​embedded ​in ​productivity ​tools ​like ​PowerPoint presentation ​software​.

PowerPoint ​does ​more ​than ​provide ​a ​way ​of ​transmitting ​content​. ​It ​carries ​its ​own ​way of ​thinking​, ​its ​own ​aesthetic ​-​- ​which ​not ​surprisingly ​shows ​up ​in ​the ​aesthetic ​of college ​freshmen​. ​In ​that ​aesthetic​, ​presentation ​becomes ​its ​own ​powerful ​idea​.

To ​be ​sure​, ​the ​software ​cannot ​be ​blamed ​for ​lower ​intellectual ​standards​. ​Misuse ​of the ​former ​is ​as ​much ​a ​symptom ​as ​a ​cause ​of ​the ​latter​. ​Indeed​, ​the ​culture ​in ​which ​our children ​are ​raised ​is ​increasingly ​a ​culture ​of ​presentation​, ​a ​corporate ​culture ​in ​which appearance ​is ​often ​more ​important ​than ​reali​ty​. ​In ​contemporary ​political discourse​, ​the ​bar ​has ​also ​been ​lowered​. ​Use of ​rhetorical ​devices ​at ​the ​expense ​of cogent ​argument ​regularly ​goes ​without ​notice​. ​But ​it ​is ​precisely ​because ​standards of ​intellectual ​rigor ​outside ​the ​educational ​sphere ​have ​fallen ​that ​educators must ​attend ​to ​how ​we ​use​, ​and ​when ​we ​introduce​, ​software ​that ​has ​been designed ​to ​simplify ​the ​organization ​and ​processing ​of ​information​.

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In ​"​The ​Cognitive ​Style ​of ​PowerPoint​" ​(​Graphics ​Press​, ​2003​)​, ​Edward ​R​. ​Tufte suggests ​that ​PowerPoint ​equates ​bulleting ​with ​clear ​thinking​. ​It ​does ​not ​teach students ​to ​begin ​a ​discussion ​or ​construct ​a ​narrative​. ​It ​encourages presentation​, ​not ​conversation​. ​Of ​course​, ​in ​the ​hands of ​a ​master ​teacher​, ​a PowerPoint ​presentation ​with ​few ​words ​and ​powerful ​images ​can ​serve ​as ​the jumping​-​off ​point ​for ​a ​brilliant ​lecture​. ​But ​in ​the ​hands ​of ​elementary​-​school ​students​, often ​introduced ​to ​PowerPoint ​in ​the ​third ​grade​, ​and ​often ​infatuated ​with ​its swooshing ​sounds​, ​animated ​icons​, ​and ​flashing ​text​, ​a ​slide ​show ​is ​more ​likely ​to close ​down ​debate ​than ​open ​it ​up​.

Developed ​to ​serve ​the ​needs ​of ​the ​corporate ​boardroom​, ​the ​software ​is designed ​to ​convey ​absolute ​authority​. ​Teachers ​used ​to ​tell ​students ​that ​clear exposition ​depended ​on ​clear ​outlining​, ​but ​presentation ​software ​has ​fetishized ​the outline ​at ​the ​expense ​of ​the ​content​.

Narrative​, ​the exposition ​of ​content​, ​takes ​time​. ​PowerPoint​, ​like ​so ​much ​in ​the computer ​culture​, ​speeds ​up the ​pace​.

Word ​processing ​vs​. ​th​ink​in​g​. ​The ​catalog ​for ​the ​Vermont ​Country ​Store ​advertises ​a manual ​typewriter​, ​which ​the ​advertising ​copy ​says ​"​moves ​at ​a ​pace ​that ​allows time ​to ​compose ​your ​thoughts​.​" ​As ​many ​of ​us ​know​, ​it ​is ​possible ​to ​manipulate text ​on ​a ​computer ​screen ​and ​see ​how ​it looks ​faster ​than ​we ​can ​think ​about ​what ​the words ​mean​.

Word ​processing ​has ​its ​own ​complex ​psychology​. ​From a ​pedagogical ​point ​of ​view​, ​it can ​make ​dedicated ​students ​into ​better ​writers ​because ​it ​allows ​them ​to ​revise ​text​, rearrange ​paragraphs​, ​and ​experiment ​with ​the ​tone ​and ​shape ​of an ​essay​. ​Few professional ​writers ​would ​part ​with their ​computers​; ​some ​claim ​that ​they ​simply ​cannot think ​without ​their ​hands ​on ​the ​keyboard​. ​Yet ​the ​ability ​to ​quickly ​fill the ​page​, ​to ​see ​it before ​you ​can ​think it​, ​can ​make ​bad ​writers ​even ​worse​.

A ​seventh ​grader ​once ​told ​me ​that ​the ​typewriter ​she ​found ​in ​her ​mother​'​s ​attic ​is ​"​cool because ​you ​have ​to ​type ​each ​letter ​by ​itself​. ​You ​have ​to ​know ​what ​you ​are ​doing ​in advance ​or ​it ​comes ​out ​a ​mess​.​" ​The ​idea ​of ​thinking ​ahead ​has ​become ​exotic​.

Taking ​things ​at ​interf​ace ​value​. ​We ​expect ​software ​to ​be ​easy ​to ​use​, ​and ​we assume ​that ​we ​don​'​t ​have ​to ​know ​how ​a ​computer ​works​. ​In ​the ​early ​1980s​, most ​computer ​users ​who ​spoke ​of ​transparency ​meant ​that​, ​as ​with ​any ​other machine​, ​you ​could ​"​open ​the ​hood​" ​and ​poke around​. ​But ​only ​a ​few ​years ​later​, Macintosh ​users ​began ​to ​use ​the ​term ​when ​they ​talked ​about ​seeing ​their documents ​and ​programs ​represented ​by ​attractive ​and ​easy​-​to​-​interpret ​icons​. They ​were ​referring ​to ​an ​ability ​to ​make ​things ​work ​without ​needing ​to ​go ​below the ​screen ​surface​. ​Paradoxically​, ​it ​was ​the ted ​that ​kind ​of ​transparency​. ​Today​, ​when ​people ​say ​that ​something ​is ​transparent​, ​they ​mean that ​they ​can ​see ​how ​to ​make ​it ​work​, ​not ​that ​they ​know ​how ​it ​works​. ​In ​other words​, ​transparency ​means ​epistemic ​opacity​.

The ​people ​who ​built ​or ​bought ​the ​first ​generation ​of ​personal ​computers ​understood

them ​down ​to ​the ​bits ​and ​bytes​. ​The ​next ​generation ​of ​operating ​systems ​were ​more complex​, ​but ​they ​still ​invited ​that ​old​-​time ​reductive ​understanding​. ​Contemporary information ​technology ​encourages ​different ​habits ​of ​mind​. ​Today​'​s ​college students ​are ​already ​used ​to ​taking ​things ​at ​(​inter​) ​face ​value​; ​their ​successors ​in 2014 ​will ​be ​even ​less ​accustomed ​to ​probing ​below ​the ​surface​.

Si​mulatio​n ​and ​its ​discontents​. ​Some ​thinkers ​argue ​that ​the ​new ​opacity ​is empowering​, ​enabling ​anyone ​to ​use ​the ​most ​sophisticated ​technological ​tools ​and to ​experiment ​with ​simulation ​in ​complex ​and ​creative ​ways​. ​But ​it ​is ​also ​true ​that our tools ​carry ​the ​message ​that ​they ​are ​beyond ​our ​understanding​. ​It ​is ​possible ​that ​in daily ​life​, ​epistemic ​opacity ​can ​lead ​to ​passivity​.

I ​first ​became ​aware ​of ​that ​possibility ​in ​the ​early ​1990s​, ​when ​the ​first ​generation ​of complex ​simulation ​games ​were ​introduced ​and ​immediately ​became popular ​for home ​as ​well ​as ​school ​use​. ​SimLife ​teaches ​the ​principles ​of ​evolution ​by getting ​children ​involved ​in ​the ​development ​of ​complex ​ecosystems​; ​in ​that sense ​it ​is ​an ​extraordinary ​learning ​tool​. ​During ​one ​session ​in ​which ​I ​played SimLife ​with ​Tim​, ​a ​13​-​year​-​old​, ​the ​screen ​before ​us ​flashed ​a ​message​: ​"​Your

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orgot ​is ​being ​eaten ​up​.​" ​"​What​'​s ​an ​orgot​?​" ​I ​asked​. ​Tim ​didn​'​t ​know​. ​"​I ​just ​ignore ​that​,​" he ​said ​confidently​. ​"​Y​ou ​don​'​t ​need ​to ​know ​that ​kind ​of ​stuff ​to ​play​.​"

For ​me​, ​that ​story ​serves ​as ​a ​cautionary ​tale​. ​Computer ​simulations ​enable ​their ​users to ​think ​about ​complex ​phenomena ​as ​dynamic​, ​evolving ​systems​. ​But ​they ​also ​accustom us ​to ​manipulating ​systems ​whose ​core ​assumptions ​we ​may ​not ​understand ​and ​that ​may not ​be ​true​.

We ​live ​in ​a ​culture ​of ​simulation​. ​Our ​games​, ​our ​economic ​and ​political systems​, ​and ​the ​ways ​architects ​design ​buildings​, ​c​h​emists ​envisage ​molecules​, and ​surgeons ​perform ​operations ​all ​use ​simulation ​technology​. ​In ​10 ​years ​the ​degree to ​which ​simulations ​are ​embedded ​in ​every ​area ​of ​life ​will ​have ​increased exponentially​. ​We ​need ​to ​develop ​a ​new ​form ​of ​media ​literacy​: ​readership ​skills ​for ​the culture ​of ​simulation​.

We ​come ​to ​written ​text ​with ​habits ​of ​readership ​based ​on ​centuries ​of ​civilization​. ​At the ​very ​least​, ​we ​have ​learned ​to ​begin ​with ​the ​journalist​'​s ​traditional ​questions​: ​who​, what​, ​when​, ​where​, ​why​, ​and ​how​. ​Who ​wrote ​these ​words​, ​what ​is ​their ​message​, ​why were ​they ​written​, ​and ​how ​are ​they ​situated ​in ​time ​and ​place​, ​politically ​and ​socially​? A ​central ​project ​for ​higher ​education ​during ​the ​next ​10 ​years ​should ​be ​creating programs ​in ​information ​technology ​literacy​, ​with ​the ​goal ​of ​teaching ​students ​to interrogate ​simulations in much ​the ​same ​spirit​, ​challenging ​their ​built​-​in assumptions​.

Despite ​the ​ever​-​increasing ​complexity ​of ​software​, ​most ​computer ​environments ​put users ​in ​worlds ​based ​on ​constrained ​choices​. ​In ​other ​words​, ​immersion ​in programmed ​worlds ​puts ​us ​in ​reassuring ​environments ​where ​the rules ​are ​clear​. ​For example​, ​when ​you ​play ​a ​video ​game​, ​you ​often ​go ​through ​a ​series ​of frightening ​situations ​that ​you ​escape ​by ​mastering ​the ​rules ​-- ​you ​experience life ​as a ​reassuring ​dichotomy ​of ​scary ​and ​safe​. ​Children ​grow ​up ​in ​a ​culture ​of video ​games​, ​action ​films​, ​fantasy ​epics​, ​and ​computer ​programs ​that ​all ​rely ​on ​that familiar ​scenario ​of ​almost ​losing ​but ​then regaining ​total ​mastery​: ​There ​is ​danger​. ​It ​is mastered​. ​A ​still​-​more​-​powerful ​monster ​appears​. ​It is ​subdued​. ​Scary​. ​Safe​.

Yet ​in ​the ​real ​world​, ​we ​have ​never ​had ​a ​greater ​need ​to ​work ​our ​way out ​of ​binary ​assumptions​. ​In ​the ​decade ahead​, ​we ​need ​to ​rebuild ​the ​culture around ​information ​technology​. ​In ​that ​new ​sociotechnical ​culture​, ​assumptions ​about the ​nature ​of ​mastery ​would ​be ​less ​absolute​. ​The ​new ​culture ​would ​make ​it ​easier​, ​not more ​difficult​, ​to ​consider ​life ​in ​shades ​of ​gray​, ​to ​see ​moral ​dilemmas ​in ​terms ​other than ​a ​battle ​between ​Good ​and ​Evil​. ​For ​never ​has ​our ​world ​been ​more ​complex​, hybridized​, ​and ​global​. ​Never ​have ​we ​so ​needed to ​have ​many contradictory ​thoughts ​and ​feelings ​at ​the ​same ​time​. ​Our ​tools ​must ​help ​us accomplish ​that​, ​not ​fight ​against ​us​.

Information ​technolo​g​y ​is ​identity ​technolo​g​y​. ​Embedding ​it ​in ​a ​culture ​that supports ​democracy​, ​freedom ​of ​expression​, ​tolerance​, ​diversity​, ​and complexity ​of ​opinion ​is ​one ​of ​the ​next ​decade​'​s ​greatest challenges​. ​We cannot ​afford ​to fail​.

When ​I ​first ​began ​studying ​the ​computer ​culture​, ​a ​small ​breed ​of ​highly ​trained technologists ​thought ​of ​themselves ​as ​"​computer ​people​.​" ​That ​is ​no ​longer ​the case​. ​If ​we ​take ​the ​computer ​as ​a ​carrier ​of ​a ​way ​of ​knowing​, ​a ​way ​of ​seeing ​the

world ​and ​our ​place ​in ​it​, ​we ​are ​all ​computer ​people ​now​.

Sherry ​Turkle ​is ​a ​professor ​of ​the ​social ​studies ​of ​science ​and ​technology ​at ​the Massachusetts ​Institute ​of ​Technolog​y​.

http​:​/​/​chronicle​.​com ​Section​: ​The ​Chronicle ​Review ​Volume ​50​, ​Issue ​21​, ​Page ​B26

Cop​yright ​© ​2004 ​by ​The ​Chronicle ​of ​Higher ​Education

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