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The Forgotten Black Innovators of Ed Tech
Part I

In honor of Black History Month, this post is part of a series on the Black educational technology innovators who are likely all but forgotten by educational technology researchers and practitioners today. These individuals did cutting-edge work and worked with well-known researchers, but for various reasons (including, at least in some cases, the discrimination and challenges that Black researchers have faced in academia), their stories are rarely told. My inspiration for looking into these stories was a realization that my class on educational technology almost exclusively focuses on White men who played a pivotal role in the history of educational technology, but as the stories in this series make clear, even when academia was dominated by White men, other voices were still present. These stories are not just about technology innovations, but also about civil rights and the desire to advance the opportunities of others.

Part I - Dr. Weusi-Puryear and Dr. Weusijana

Part II - Dr. Roulette William Smith

Part III - Dr. Shaw and His Mentors

Part I - Dr. Weusi-Puryear and Dr. Weusijana

I thank Dr. Weusi-Puryear and Dr. Weusijana for their help in constructing this narrative and for sharing the Edutek Corporation catalog that is featured below.

In 1962, as the Civil Rights Movement was ramping up, 26-year old Stanley R. Puryear—now Dr. Muata Weusi-Puryear—enrolled in the PhD program in Symbolic Logic at UC Berkeley. When looking for housing, “he discovered the local apartment owners did not rent to Black people.” He then joined the Palo Alto-Stanford branch of the NAACP and “became the litigant in a case against a Sunnyvale apartment complex.” His “precedent setting case proved that the housing industry was not exempt from a California law that outlawed racial discrimination in businesses.” His focus on civil rights led him to drop out of his PhD program and become the president of the Palo Alto-Stanford branch of the NAACP in 1964 [1].


From 1966 to 1968, he was the general manager of the Stanford-Brentwood CAI Program led by Patrick Suppes (who was also a professor of symbolic logic), the largest computer-assisted instruction effort in the country. In 1972, he returned to completing a PhD, this time at Stanford—although his advisor, Edward Begle, was at Berkeley where most of the work was completed. His dissertation assessed the educational benefits of an educational game that he developed. In particular it sought to answer a very specific, but important question, that to this day seems to be neglected in the frenzy of creating educational games:


Can the game elements of a computerized tutorial/game motivate student involvement in the tutorial elements to a degree high enough to produce significantly greater achievement than the tutorial elements alone can produce? (Weusi-Puryear, 1975, p. vi)


As Dr. Weusi-Puryear recalls, some of his dissertation committee members—including Patrick Suppes, who in 1973 had become the President of the American Educational Research Association and the National Academy of Education—were skeptical that a game would have added benefits over standard tutorial software. (For many educational games, recent research would suggest that such skepticism is warranted!) Nonetheless, in an experiment with 258 students—mostly Black students from majority-Black schools—Dr. Weusi-Puryear found that


Students who had an opportunity to continue their partici­pation in a game if they correctly responded to randomized exercises, achieved significantly more than students who did not have the oppor­tunity to play, even though the game-playing students did fewer exer­cises. (Weusi-Puryear, 1975, p. viii, emphasis added)


This seems to suggest that the motivational benefits of an educational game can be more than added time-on-task. But surely it matters what the game is. The particular game that Dr. Weusi-Puryear made was called Gambo, later cleverly titled “Arithmetic-Tac-Toe.” The game works as follows:


The teletype output from the GAMBO system looks like a script of a play with three characters—Gambo, the student, and Jody. Each player in turn is given an arithmetical problem to solve; after he has committed himself to an answer, his opponent is given an opportunity to evaluate the player’s answer; the umpire presents the correct answer; if the player’s answer was correct, he gets an opportunity to make a move on a three-by-three Tic-Tac- Toe board; and if the player’s answer was incorrect he would forfeit his turn on the Tic-Tac-Toe board….In the GAMBO system a player can receive ten points for correctly answering the problem, five points for correctly evaluating his opponent’s answer, and fifteen points for getting three marks in a row on any Tic-Tac-Toe board. A new Tic-Tac-Toe board is presented after either player receives three marks in a row. (Weusi-Puryear, 1975, p. 11)


What makes the game particularly interesting is how Jody—the “AI” opponent—was programmed.

In general Jody attempts to imitate the student. In particular he matches the student's reaction time and tries to match the student's problem­ solving abilities (or disabilities)....The probability that Jody will give any particular type of response (correct or one of the various incorrect responses) is equal to the portion of the student's past responses in that given type to his total number of responses. (Weusi-Puryear, 1975, pp. 11-12)


To make Jody appear more human-like, their typing rate was adjusted to be one character per second. This made students perceive Jody as a human opponent, not a computer opponent:


On several occasions the students remarked that Jody is stupid,” or “Jody is trying to cheat,” or attributing other human characteristics to Jody. (Weusi-Puryear, 1975, p. 19)


This dissertation was the beginning of Dr. Weusi-Puryear’s career in educational game design. In 1978, he founded Edutek Corporation, where he designed over 35 educational programs, many of which were games or had gamified elements. For ten years, the company had a successful run in selling educational games. The images below show pages from the 1983 catalog, including the philosophy behind the “Fun Drill” approach and a sample of the educational software they created.

But in 1988, Edutek Corporation effectively stopped making games. Why? Unfortunately, as Dr. Weusi-Puryear recalls when people found out he was Black, they stopped buying his games (M. Weusi-Puryear, personal communication, October 30, 2021). Few African American individuals were given the opportunity to get PhDs in educational technology in the 1970s, especially from institutions like Stanford. But, as we see with Dr. Weusi-Puryear, even having such an opportunity and performing cutting-edge work was not enough to succeed in a climate where racism was rampant. From 1974-2007, Dr. Weusi-Puryear taught mathematics at DeAnza College, remaining committed to advancing the opportunities of youth.

When people found out he was Black, they stopped buying his games.

As a young boy homeschooled in a house of educators, Kofi Weusi-Puryear—now Dr. Baba Kofi Weusijana—grew up playing with his father’s educational software. As a teenager in 1986-1987, he conducted an internship at Edutek Corporation, where he helped develop some of the programs [2]. As Dr. Weusijana recalls, “Exposure to Dr. Muata Weusi-Puryear’s educational software written for Apple IIe put me on the path towards becoming an educational software engineer and a learning scientist" (Weusijana, 2006, p. 5). Indeed, he completed his PhD in 2006 at Northwestern University’s Learning Sciences program, advised by Chris Riesbeck and working with other noted learning scientists such as Allan Collins and Uri Wilensky. His dissertation described the creation of a Socratic mentoring software and Web-based authoring tool so that educators could design their own digital Socratic mentors. Working with Uri Wilensky and Dor Abrahamson, Dr. Weusijana also created NetLogo simulations of Southern African agrarian societies, where anthropology students (and others) can explore the impact of different family structures and cattle farming lifestyles. After completing his dissertation, he conducted more innovative educational technology research at the prominent NSF LIFE Science of Learning Center at the University of Washington, under the supervision of John Bransford, and collaborated with individuals at the also prominent Pittsburgh Science of Learning Center (such as Carolyn Rosé).


Like his father, Dr. Weusijana shifted his career to teaching computer programming and web development at various community colleges, ultimately becoming a tenured instructor at his own alma mater of Foothill College in 2017—part of the same Foothill-DeAnza district his father taught at for three decades. In recent years, Dr. Weusijana has continued his work on the learning sciences through the Foothill College AstroSims project, which is working on reimplementing older web-based astronomy simulations in JavaScript and implementing new simulations that were previously not used in astronomy education. Incidentally, this project is done in collaboration with an astronomy professor at Foothill College, Dr. Geoff Mathews, who also happened to be part of NetLogo’s HubNet project. Through these simulations, they are making concepts often only accessible to astronomy graduate students now accessible to astronomy undergraduates without advanced math skills (B. K. Weusijana, personal communication, February 20, 2022).


Drs. Weusi-Puryear and Weusijana worked with some of the most established educational technology researchers in the 1970s and 2000s (respectively), and they advanced new research directions that went beyond those of their colleagues. However, perhaps because they pursued careers in teaching and perhaps because of setbacks from racial discrimination, their voices have been largely forgotten in the history of educational technology. In the end, perhaps teaching at community college actually has a more concrete educational impact than creating prototypes of educational software or conducting novel learning sciences research. While cutting-edge educational technology research may be rewarding and, for some, may lead to fame, I’m sure many learning scientists acknowledge the joy and satisfaction one can get by having a positive impact on even a single student's educational career.

Notes

  1. Biographical information and quotes in this paragraph were obtained from this biography: https://www.aphshalloffame.com/inductee/MuataWeusiPuryear

  2. Much of the biographical information in this paragraph is from Dr. Weusijana's CV: https://edutek.net/Kofi/CV.pdf

References

Weusi-Puryear, M. (1975). An experiment to examine the pedagogical value of a computer simulated game designed to correct errors in arithmetical computations (Doctoral dissertation, Stanford University).


Weusijana, B. (2006). A Socratic ASK system: Helping educators provide a Socratic tutor for learners. (Doctoral dissertation, Northwestern University).