- (electronics engineering) An improvised device, usually crudely constructed. Typically used to test the validity of a principle before doing a finished design.
- (general) Any construction or practice, typically inelegant, designed to solve a problem temporarily or expediently.
- (computing) An amalgamated mass of totally unrelated parts forming a distressing whole.
Any definition of “kludge” that you pick among the three above–I lean toward the second one but I do like the third as well–fits what has occurred over the past three decades with the introduction of desktop computers into schools followed by laptops, tablets, and hand-held devices with scads of accompanying software. Computing devices and accompanying software have been (and are) adds-on to education; all were initially introduced into U.S. manufacturing and commerce as productivity tools and then applied to schooling (e.g., spreadsheets, management information systems). Software slowly changed to adapt to school and classroom use but the impetus and early years applied business hardware and software to schooling. That birth three decades ago of being an add-on tinged with business application has made it a “kludge.”
The initial purposes over thirty years ago for buying and distributing desktops to schools were to solve the nation’s economic problems: U.S. students performing at levels lower than students in other countries. Teachers teaching an outmoded curriculum in traditional ways that failed to exploit the wealth of information available to them and their students electronically. Unpreparedness of students entering the job market in an economy that shifted from industrial- to information-based (see the 1983 report, A Nation at Risk). These were problems that higher standards, better teaching, and new technologies could solve. To end those problems, solutions of stiffer graduation requirements (e.g., four years of each academic subject), uniform and tougher curriculum standards (e.g. Common Core), and, yes, lots of electronic devices and software (e.g., computer labs, 1:1 laptops and tablets) were adopted to speed along more efficiently the improvement of U.S. schools to strengthen the economy. The push for more business-flavored high-tech in schools has become the “kludge,” that is, “an improvised device, usually crudely constructed” and “typically inelegant” that has become “an amalgamated mass of totally unrelated parts forming a distressing whole.”
I say that because the evidence thus far that increased access and use of these technological tools has, indeed, solved any of the problems is distressingly missing. Student academic achievement surely has not risen because of teachers and students using technologies in their lessons. The dream of high-tech advocates that teaching would become more efficient and constructivist (an earlier generation would have said “student-centered” and “progressive”) has yet to materialize in the nation’s classrooms. And high school graduates displaying technological skills learned in school do not necessarily step into better-paying jobs. Thus, high-tech infusion in schools designed to solve problems “temporarily” or “expediently” has become a “kludge.”
Nowadays, the rationale for using tablets and hand-held devices in classrooms has shifted to their potential for engagement (assuming that it leads directly to achievement), the necessity for all students to take tests online, and the mirage of exiting students marching into high-tech jobs. From flipped classrooms to blended learning, to personalized lessons, the hype continues even in the face of sparse evidence. This approach, then, remains a “kludge” that policymakers, entrepreneurs, and vendors continue to push for solving teaching and learning problems.
Fortunately, there are district officials, school principals, and classroom teachers who avoid the “kludge” effect by reframing the problems of teaching and learning as educational not technical (e.g., getting devices and software into the hands of students and teachers) or grounded in economic reasons. The problems are educational (e.g., how will these machines and software be used to help students understand essential concepts and apply necessary skills)—see here, here, and here. They know in their heart-of-hearts that learning is not about the presence of technology, it is about teachers and students interacting with subject-matter and skills and using paper, pencil, tablets, and Google docs to achieve learning goals. Learning is about teachers using these technological aids to get students to say “aha” about what they have learned, to acquire confidence through practice of skills.
But the “kludge” effect–add-ons to solve deep and abiding problems in U.S. schools–continues to dominate policy action. Escaping the origin of technologies imported into schools is very hard to avoid. Technologies in schools remain a band-aid promising solutions to ill-framed problems. Too often it functions as another Rube Goldberg invention to solve the wrong problem.