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Frog and Cyberfrog are Friends:
Dissection Simulation and Animal Advocacy
Kenneth R. Fleischmann
Rensselaer Polytechnic Institute
ABSTRACT
Although at first glance it may seem an unlikely alliance, frogs
and cyberfrogs certainly benefit from an unusual friendship that
connects the virtual world of dissection simulation and the
physical realm of nonhuman animal advocacy. This paper focuses
on the symbiotic relationship of dissection simulation designers
and animal advocates. Dissection simulation manufacturers
benefit from this relationship through the purchasing and
promotion of their products by animal advocacy organizations,
and also they benefit from policy changes that encourage the use
of dissection simulations as alternatives to dissection.
Reciprocally, animal advocacy organizations benefit by saving
animal lives, gaining a new tool for convincing teachers to stop
dissecting, and demonstrating that they are a pro-technology
movement. The knowledges and values embedded in cyberfrogs make
them both boundary objects and cyborgs.
Much like the characters Frog and Toad from the popular
children’s book (Lobel, 1970), dissection opponents and
dissection simulation designers have overlapping goals that they
pursue through interaction and cooperation to their mutual
benefit. My first goal is to demonstrate how both dissection
simulation designers and animal advocacy organizations benefit
from their strategic alliance. Next, I will compare the values
of the two groups in order to explore the limitations and
conflicts of this alliance. Finally, I will show that this case
is an example of the potential for constructive relationships
between social movements and technological experts as well as
between physical and virtual worlds.
Over the past 15 years, a large controversy has emerged
concerning the potential for replacing animal dissection in the
classroom with dissection simulation software. Discussion thus
far has centered around issues such as animal suffering and
respect for animal life (Fadali, 1996; Balcombe, 2000, 2001;
Rasmussen, 2001; Marr, 2001; Nobis, 2002), the scientific case
for alternatives (Kinzie et al., 1993; Strauss & Kinzie, 1994;
Akpan & Andre, 1999; Balcombe, 2000, 2001; Valli, 2001;
Rasmussen, 2001; Nobis, 2002), a student’s right to choose not
to dissect (Francione & Charlton, 1992; Orlans, 1993; Barr &
Herzog, 2000; Cunningham, 2000; Parker et al., 2000), and the
impact of dissection on the quality of biology and anatomy
classes (Barr & Herzog, 2000; Balcombe, 2000; Valli, 2001;
Rasmussen, 2001; Moore, 2001; Marr, 2001; Nobis, 2002). Yet it
seems that, to , academic researchers have paid little or no
attention to the impact of this controversy on the animal
advocacy movement itself. Here, I explore the symbiotic
relationship that has developed between dissection simulation
designers and animal advocacy organizations and its effects on
the behaviors and perceptions of the two groups.
Background: The Frog Dissection Controversy
Frog dissection is a widespread practice in North American
middle and high school biology classes. The National Association
of Biology Teachers (1990) justifies dissection by stating that
“the dissection of animals has a long and well-established place
in the teaching of life sciences... [and] can illustrate
important and enduring principles in biology” (p. 72). Akpan and
Andre (1999) explain that biology teachers defend dissection as
the primary hands-on way of learning about anatomy and
physiology. Thus, many biology teachers believe that dissection
is an essential part of biological education.
Yet, not all educators, students, and parents agree with
dissection. Animal advocacy organizations have long been
critical of the use of animals in education, especially in cases
involving the unnecessary death of animals. Although some
educators feel that dissection at the K-12 level is an
invaluable teaching tool that cannot be replaced, many students,
teachers, and animal advocates have strong objections to
dissection. Dissection opponents believe that a student should
have the option of avoiding dissection (now enshrined as state
law in several states), and in some cases they even argue that
dissection should be removed entirely from K-12 classrooms. One
fascinating result of this struggle, as we will see below, is
that animal advocates have an incentive to encourage
technological innovation designed to create alternatives to
dissection.
Numerous studies have compared animal dissection simulations to
actual animal dissection. Youngblut (2001) and Balcombe (2000)
review a broad range of published research on this topic and
conclude that dissection simulations almost always have been
found comparable or, in several cases, even superior to actual
dissection. Kinzie, Strauss, and Foss (1993) designed and
evaluated an educational simulation of frog dissection on
interactive videodisc (available online at http://curry.edschool.virginia.edu/go/frog/).
Their statistical analysis indicated that their dissection
simulation was at least as effective as actual dissection in
promoting learning about frog anatomy and dissection procedures
(Kinzie, Strauss, & Foss, 1993, 1998). Youngblut (2001) reports
similar findings, while also finding that dissection simulation
can be more efficient than its off-line counterpart is through
achieving similar results with significant savings of
instructional time. Balcombe (2000) also finds that dissection
simulation can be more economical than actual dissection,
depending on the quality of actual frogs used for dissection,
the number of alternatives used to replace dissection, and the
availability of computers within the classroom or school. Thus,
research, to date, indicates a strong potential for dissection
simulation to replace actual dissection in K-12 education, a
scenario that would significantly benefit both frogs and
cyberfrogs.
Research Methods
This paper is part of a larger project exploring the values and
knowledges embedded in educational computer simulations. As I
will demonstrate below, the relationship between dissection
simulation designers and animal advocates’ values is based on
shared peripheral values that contrast with distinct and
potentially conflicting core values. Data collection and
analysis are primarily qualitative, relying most heavily on
interview data and analysis of promotional materials. As argued
by Barr and Herzog (2000), qualitative methods are a
particularly appropriate tool for exploring issues involving
personal values such as feelings about animal advocacy and
experimentation on animals.
Interview data for this study come from 18 interviews (Table 1)
with frog dissection simulation designers and animal advocates,
all of whom volunteered to be identified in my research. The 10
designers interviewed for this study include 6 designers of The
Digital Frog™, 3 designers of DissectionWorks™, and the designer
of Froguts™. I also conducted 8 interviews with animal advocates
affiliated with 7 different animal advocacy organizations.
Semi-structured, all interviews followed a standard list of
questionswith additional interrogation of lines of questioning
and ideas developed during the specific interviewand took place
between August and December 2002.
Table 1: Designers and Activists Interviewed (Including
Product/Organizational Affiliation)
Organization Interviewee
Dissection Simulation Digital Frog International Jim Bridges
Celia Clark
Sarah Clark
Simon Clark
Rob Van Vlaenderen
Jeff Warner
ScienceWorks Jim Moose
Lewis Newton
Dick Shaw
Froguts.com Richard Hill
Animal Advocacy Humane Society of the United States Lesley King
Cheryl Ross
National Anti-Vivisection Society Jodie Wiederkehr
American Anti-Vivisection Society Andrew Knight
New England Anti-Vivisection Society Ann Stauble
Physicians Committee for Responsible Medicine Jonathan Balcombe
Association of Veterinarians for Animal Rights Nedim Buyukmihci
Doctors for Kindness to Animals Nancy Harrison
I conducted the interviews with Digital Frog International
employees during a three-day field site visit to their
headquarters in Puslinch, Ontario, Canada: the interview with
Hill by e-mail; and the interviews with DissectionWorks
designers and animal advocates by telephone.
Promotional materials also serve as an important data source for
this investigation. This study is based in part upon an analysis
of texts such as websites and printed material produced by the
dissection simulation companies and animal advocacy
organizations that my informants represent. Thus, materials used
included those produced by educational simulation manufacturers
publicizing their dissection software and animal advocacy
organizations opposing the practice of dissection. Data analysis
for both interviews and textual materials is based on the
grounded theory approach to qualitative data analysis (Strauss &
Corbin, 1998).
Organizations and Interviewees
DissectionWorks, produced by ScienceWorks, Inc., was one of the
first commercial frog dissection simulation software programs.
Its four designers, Louis Newton, Dick Shaw, Jim Moose, and Stan
Hill, were all high school science teachers. DissectionWorks
also includes four other animal dissectionsearthworm, crayfish,
perch, and fetal pigbut the frog, started in 1988, was the
first animal dissection simulation produced by ScienceWorks. The
Digital Frog, produced by Digital Frog International, has won
several multimedia awards since its development in 1994. The
Digital Frog is divided into three main components: dissection,
anatomy, and ecology. Among the designers of The Digital Frog
and its 1998 upgrade, The Digital Frog 2, are Simon Clark, Sarah
Clark, Celia Clark, Jim Bridges, Rob Van Vlaenderen, and Jeff
Warner. The Digital Frog was one of the two frog dissection
simulations (along with DissectionWorks) that Balcombe (2000)
used as examples in his economic comparison of actual frog
dissection to alternatives. One of the most recently developed
frog dissection simulations is the website Froguts, created by
high school teacher and educational software designer Richard
Hill. Located at http://www.froguts.com/, Froguts is an
interactive Flash-based simulation of frog dissection.
The eight animal advocates interviewed for this study are
affiliated with seven important organizations opposed to the
practice of killing animals specifically for the purpose of
dissection. Opposition to the scientific and educational harming
of animals has a long history in North America, dating back to
the founding of the American Anti-Vivisection Society (AAVS) in
1883 (Lederer, 1995). Andrew Knight, Director of Education of
AAVS’s education division, Animalearn, is also a veterinary
doctor trained in Australia with connections to the Association
of Veterinarians for Animal Rights, which was co-founded by
Nedim Buyukmihci. A similar professional organization supporting
animal advocacy issues is the Physician’s Committee for
Responsible Medicine, which has just acquired the services of
Jonathan Balcombe, former Education Director of The Humane
Society of the United States (HSUS). The current education
director of the HSUS is Lesley King, and Cheryl Ross is the
coordinator for their Humane Education Loan Program (HELP).
Similarly, Jodie Wiederkehr is the Dissection Alternatives Loan
Program Coordinator for the National Anti-Vivisection Society,
where she is also in charge of the Dissection Hotline and
e-Hotline. It was through the NAVS e-hotline that I was able to
contact Nancy Harrison, a pathologist who presents at teacher
conferences about dissection simulations and who is a co-founder
of Doctors Against Dog Labs. Finally, Ann Stauble is the
Director of Research and Investigations at the New England
Anti-Vivisection Society (NEAVS).
Profiting from Animal Advocacy: How Dissection Simulation
Designers Benefit
Dissection simulation designers benefit both directly and
indirectly in a variety of ways from cooperation with animal
advocacy organizations. Perhaps the most direct benefit that
dissection simulation designers receive because of their
relationship with animal advocacy organizations is the
purchasing of their software by animal advocacy organizations.
In some cases, animal advocacy organizations make large
purchases of dissection simulation software and donate it to
teachers at local schools. For example, according to C. Clark of
Digital Frog International, Niagara/Brock Action for Animals
purchased a copy of The Digital Frog “for every high school in
their district.” In this case, Digital Frog International
benefited even more significantly because soon after the
donation, “the school board upgraded it to lab packs for all of
their schools.” Digital Frog International also benefited when a
chapter of the Physicians Committee for Responsible Medicine in
Dallas gave copies of The Digital Frog to every high school in
the Dallas Independent School District. A Clark colleague
states, Digital Frog International’s relationship with animal
advocacy “helps boost our sales” J. Bridges. DissectionWorks
designer L. Newton refers to animal advocacy organizations as
“good customers.” One of his co-founders of ScienceWorks, D.
Shaw, relates a similar story in Florida concerning
DissectionWorks. Yet, direct purchasing is just one way that
dissection simulation designers benefit from the efforts of
animal rights groups.
Animal advocacy organizations have worked to increase awareness
of, and interest in, these dissection alternatives among
teachers, students, and parents. For example, the Digital Frog
was incorporated into an advertising campaign against frog
dissection sponsored by the animal advocacy organization People
for the Ethical Treatment of Animals (PETA). Loan programs run
by animal advocacy organizations are also an important form of
promotion, since they increase awareness of frog dissection
simulation software among teachers, students, and
administrators. NEAVS’s Stauble argues that her organization’s
dissection alternatives loan program is evidence that her
organization is “definitely promoting [dissection simulation
software packages] and want to get them into people’s hands,
since we feel that once people use these products they will
realize their educational quality.” These dissection loan
programs can lead directly to new purchases of dissection
simulation software, according to C. Ross, coordinator of HSUS’s
Humane Education Loan Program. In addition, at conferences such
as the National Association of Biology Teachers and the National
Science Teachers Association, animal advocates such as Stauble,
Ross, Harrison, and Wiederkehr demonstrate dissection simulation
software to teachers and school administrators.
Not only are dissection simulations featured in the advertising
of animal advocacy organizations, but dissection simulation
designers are also able to make use of animal advocacy issues in
their own marketing. For example, The Digital Frog is frequently
referred to as “frog-friendly software,” a phrase that attempts
to increase sales by using sympathy for, and association with,
animal advocacy. ScienceWorks, Inc. goes even further in its
promotional materials, arguing that their software eliminates
problems with dissection caused by “ethical concerns associated
with sacrificing life to study life.” The DissectionWorks CD is
sold with the following message on its back:
Another way in which [DissectionWorks] may be used is as an
alternative to regular dissection. Many students and teachers
object (often on moral grounds) to the sacrificing of animals
for dissection. This software fully supplements, and may often
replace, “wet lab” dissections in cases where there are
legitimate concerns about animal welfare.
Thus, dissection simulation manufacturers make use of animal
advocacy and its associated issues to increase interest in their
products among potential buyers.
Although publicity is important, awareness of the software is
only a partial contribution. As Digital Frog International’s C.
Clark explains, “it’s one thing having [potential buyers] know
about it, and the animal advocacy organizations are very helpful
there, it’s another thing actually getting them to buy it.”
Actually getting schools to buy the software, on a massive
scale, probably requires broad-scale policy changes, another
domain where dissection simulation designers benefit from the
contributions of animal advocacy. She and J.Warner both assert
that dissection simulation manufacturers such as Digital Frog
International benefit significantly from policy changes that
increase the demand for their products. As Warner explains, many
teachers and students already have a commitment to animal
advocacy, and policy changes in state legislatures and teachers’
associations to man or encourage the availability of
alternatives in the classroom are already boosting sales for The
Digital Frog and other dissection alternatives.
Thus far, statewide student choice policies are among the most
important policy changes promoted by animal advocates. These
laws usually are the result of students with animal advocacy
values being forced to participate in dissection by their
biology teachers. As A. Knight of Animalearn explains, “We’re
not necessarily the ones on the cutting edge of making the
changes. It’s often the students in the schools that are
directly confronted with the issue.” For example, one of the
earliest such policies, the 1988 California Students’ Rights
Law, was passed largely because of a successful lawsuit brought
on by one such student. In 1987, California high school student
Jenifer Graham sued the state educational system after receiving
a punitive low grade as a result of her refusal to dissect (Orlans,
1993). Other states with laws against dissection include Florida
(1985), Pennsylvania (1992), New York (1994), Rhode Island
(1997), and Illinois (2000). Louisiana passed a state resolution
requiring student choice in 1992, while Maryland has had a
consensus of county policies guaranteeing students the right to
choose since 1997. In Maine, an effort to pass a state law
requiring student choice was unsuccessful, but the state
department of education subsequently developed a policy
requiring student choice in 1989. Legislation is currently
pending in Massachusetts and New Hampshire. NAVS’s Wiederkehr
attempts to take the issue even further, arguing that since no
states require dissection in order to graduate from high school,
there is an implicit student choice policy already in place
nationwide. As animal advocates work to broadly promote student
choice legislation, the market for dissection alternatives such
as dissection simulations increases, and their acceptability and
popularity as classroom tools grows, clearly benefiting the
designers of dissection simulations.
Dissection simulation designers thus benefit greatly from their
interactions with animal advocacy organizations. These
interactions are not a one-way street, however, and animal
advocacy organizations certainly have much to gain from this
relationship. In the following section, I will explore the flip
side of these interactions to find out how dissection simulation
designers contribute to the cause of animal advocacy.
Saving Lives and Reversing Stereotypes: How Animal Advocates
Benefit
Involvement with animal dissection simulation designers benefits
animal advocacy organizations as well, both directly and
indirectly. The most obvious and direct benefit of dissection
simulation to animal advocates has been the saving of animal
lives through the replacement or reduction of dissection. D.
Shaw of ScienceWorks, Inc. explains that DissectionWorks
“provides an alternative that does not require sacrificing an
animal.” Digital Frog designer J. Warner argues that dissection
simulations can “cut down on the number of frogs” used, and his
colleague, R. Van Vlaenderen, believes that dissection
simulation potentially “reduces the impact” of animal
dissection. R. Hill, creator of Froguts, goes even further,
positing, “Froguts has perhaps done a better job at saving more
frogs globally than some animal rights organizations have done
in the past.” Animal advocates agree that dissection simulations
play an important role in saving animal lives. For example, NAVS
Dissection Alternatives Loan Program Coordinator J. Wiederkehr
asserts that when a student uses a dissection simulation instead
of dissecting, “by not dissecting that one frog, even though
it’s just one frog, they’re making a difference.” Similarly,
NEAVS’s A. Stauble explains that, “most animal rights or animal
welfare people certainly feel that using computerized technology
to simulate dissection is a wonderful way to stop killing
animals unnecessarily.” Thus, dissection simulation designers
and animal advocates agree that use of dissection simulations as
an alternative to dissection reduces the number of animals
killed for educational purposes, a primary goal of animal
advocacy.
Another benefit to animal groups is that they can use dissection
simulations as a viable alternative to dissection to convince
teachers and policy-makers that actual dissection is not a
necessary exercise and can effectively be replaced by dissection
alternatives. As Digital Frog International’s C. Clark explains,
“biology teachers are comfortable using dissection as a teaching
tool because that is the way they were taught. They didn't have
these other great alternatives...until very recently.” Digital
Frog designer J. Warner argues that animal advocacy
organizations can now say to teachers, “don’t dissect, and here,
we have a real alternative for you,” which Warner asserts is a
“really powerful argument.” ScienceWorks’s Inc.’s L. Newton has
even conducted research in his master’s thesis which
demonstrates that dissection simulations are “every bit as good”
as actual dissection. NAVS’s J. Wiederkehr agrees, explaining
that dissection simulations are more appropriate than dissection
in the biology classroom because biology is “the study of life,”
not death. She also argues that dissection simulations are
superior to dissection because many incorporate information
about the lives of animals, such as their ecology and
lifecycles. This argument has been effective in convincing
teachers and policymakers; it also may improve public and media
perceptions of animal advocacy.
Support of dissection simulations by animal advocates also helps
them to escape media portrayal as anti-science, anti-technology,
and anti-progress. HSUS’s L. King explains that support of
dissection simulations by scientists and educators is part of
the “Three Rs” advocated by her organization: replacement,
reduction, and refinement. She argues that support of dissection
simulations as a scientifically valid replacement helps to
counter the perception that animal advocates are anti-science
and anti-learning and demonstrates the pro-science and
pro-education stance of HSUS. NAVS’s J Wiederkehr, when asked
how support of dissection simulations might affect public and
media perceptions of animal advocacy, explains:
I don't believe you can go out there and say, "stop dissecting
animals, because it's cruel," and just leave it at that. You
have to give an alternative, because compassionate students want
to learn the same material, they just want to learn it humanely.
NAVS is very pro-science and very pro-education. So I think with
NAVS out there promoting these alternatives, it's showing the
public that we are not just out there saying, “stop this” and
not giving the students a viable alternative that is going to
teach them the same material and perhaps prepare them better for
college. Allowing these conscientious objectors to use
non-animal alternatives will likely encourage students who are
more compassionate to pursue careers in the sciences and
medicine.
Wiederkehr also argues that NAVS is a pro-technology
organization because they promote dissection simulations that
teach students “computer skills” as well as biology. She
explains that students will be more prepared for the high-tech
workplace by computer simulations of dissection than by actual
dissection, an added bonus of replacing dissection with
simulation software. Animalearn’s A. Knight agrees, asserting
that support of dissection simulations “has the potential to
portray us as being very technologically up-to- and also very
scientific.” He also argues that it is “some of the biology
teachers who are from the old school way of thinking who are
resistant to the introduction of humane alternatives; it’s those
people who are actually dragging their feet.” Thus, according to
King, Wiederkehr, Knight, and other animal advocates, dissection
simulation alternatives have the potential to increase public
support for their movement by demonstrating that the movement is
progressive and can be used to support and encourage science,
technology, and learning.
Latching onto Values: Exploring the Limitations and Conflicts
of the Alliance
In further exploring the mutually beneficial relationship
between educational simulation designers and animal advocates,
it is important to look closely at the values held by the two
allied groups. Although their core values are at odds, their
peripheral values are potentially complementary, insofar as
important members of the respective groups are able to latch
onto values of the other group. This process of latching on,
facilitated by individuals within the groups who serve as
bridges between the two groups and who interact professionally
in situations such as those described above, makes their close
relationship possible. At the same time, the contrast between
their core values puts limits on the alliance between the two
groups and can create conflicts placing the two groups on
opposite sides of a potential development. For an explanation of
the process of latching onto complementary values, see Figure 1.
Figure 1: Intersection of Educational Simulation and Animal
Advocacy Values
The top diagram of Figure 1 shows the distinction between core
values and peripheral values of the two groups. The middle
diagram shows the process of members of one group latching onto
the values of the other group. Individuals and organizations
within the two groups thus form a bridge between the groups by
latching onto complementary values. The bottom diagram shows the
result of the latching onto complementary values. Here, we see
the intersection of the value-sets of the two groups. Their
intersection is the subset of complementary values described
above. Although their respective core values are still distinct,
they now share many important peripheral values.
This relationship is not ironclad; it is subject to both
limitations and conflicts. J. Balcombe of PCRM describes some
aspects of the relationship as “opportunistic.” This term is
quite appropriate for this analysis, insofar as the relationship
is only viable while it continues to benefit both groups and
might break down in the case of strategies that would benefit
one group but harm the other. To illustrate the limitations of
the relationship, I will now explore several potential conflicts
between dissection simulation and animal advocacy.
Dissection simulations can be used either as complements or as
alternatives to dissection. Alternative use of dissection
simulations is clearly beneficial to animal advocates, yet
complementary use does not necessarily work toward the values of
animal advocacy. In some cases, dissection simulation designers
may prefer the use of their products as supplements to
dissection as a way of expanding their market. A Digital Frog
designer, J. Warner, argues that alternative use of simulations
is frequently limited to a few isolated students in specific
situations such as students who object to dissection or who were
absent for the dissection exercise, resulting in a relatively
small number of purchases (potentially none, if dissection loan
libraries are used in the former case). In contrast, the use of
dissection simulations as supplements to dissection, if
widespread, may lead to copies of dissection simulation software
being purchased for all students who participate in dissection.
Thus, if teachers remain firmly pro-dissection, promotion of
dissection simulations as supplements to dissection may be the
best way, at least in the short term, for dissection simulation
designers to reach large numbers of students, teachers, and
classrooms. Teachers, even those who also are dissection
simulation designers, may be unwilling to abandon completely the
practice of dissection, preferring to use dissection simulations
as an additional pedagogical tool rather than a substitute.
DissectionWorks designers Shaw and Moose used their product in
this way during the time that they were working both as
educational software developers and as teachers. J. Moose
explains:
In my classroom, during my last teaching years, I used a
multitasking type of environment, where there were various, to
use the term elementary teachers often use, centers. One of
those was a computer technology center. In biology and anatomy
in particular, those centers were used for dissection. In
addition to the technology center we also did dissection using
an actual specimen.
In such a classroom, both physical and virtual dissections take
place, thus serving to profit dissection simulation
manufacturers while not necessarily achieving the goals of
animal advocacy.
Dissection simulation manufacturers also emphasize the potential
for use of their products as complements to dissection because
their livelihood also depends on maintaining cordial
relationships with dissection supporters such as pro-dissection
teachers and biological supply companies. Carolina Biological
Supply Company is both the largest supplier of preserved animal
specimens to North American K-12 classrooms and a reseller of
many dissection simulations including DissectionWorks and The
Digital Frog 2. Several dissection simulation designers related
to me that they attempt to maintain a moderate position between
the extremes of pro-dissection teachers and biological supply
houses and anti-dissection teachers and animal advocates. For
dissection simulation designers, all these individuals and
entities are potential buyers, distributors, or marketers; thus,
it is important to avoid alienating any of them. Advocating the
use of their dissection simulations as either an alternative or
a supplement allows these software designers to enjoy the best
of both worlds without closing any doors to potential sales or
collaboration.
Computer simulations, for animal advocates, are only one of many
different alternatives to dissection, further complicating the
precarious quality of the symbiotic relationship. Lending
libraries of organizations such as NAVS, AAVS, NEAVS, and HSUS
also include other types of dissection alternatives such as
anatomy charts, videos, and models. N. Buyukmihci of AVAR argues
that models may be even more useful for secondary biology
education than dissection or dissection simulation software. As
a result, dissection simulation designers see models and other
dissection alternatives as competitors. J. Warner states that,
“A big competitor to software isn’t other software applications;
it’s other models of things.” This advocacy of other dissection
alternatives is similar to dissection simulation designers’
marketing of their product either as an alternative or as a
complement to dissection.
The findings of this study are compatible with the advocacy
coalition framework developed by Sabatier and Brasher (1993) and
Sabatier and Jenkins-Smith (1993). In their work, Sabatier and
his colleagues hypothesize that actors and coalitions are
reluctant to change their core values and more willingly will
change their peripheral values. The cyberfrog study appears to
support their hypothesis, since it demonstrates that educational
simulation designers and animal advocates are able to latch onto
complementary peripheral values while maintaining their own
distinct core values. Although these groups are willing and able
to compromise on some issues and latch onto new peripheral
values, they do this without changing their core value
orientation.
To summarize, perhaps the most interesting aspect of this case
study is that dissection simulation designers and animal
advocates are able to maintain a mutually beneficial
relationship despite differences in their core values. Their
collaboration in promoting the use of dissection simulations in
classrooms, despite its boundaries and contingencies, still
unites the perhaps seemingly unlikely pairing of an advanced
technology and a social movement. Of importance, however, is
that both groups recognize the potential for realizing an
ethical goal while at the same time profiting economically. Much
like the eco-pioneers (Lerner, 1997) and natural capitalists (Hawken,
Lovins, & Lovins, 1999) of the environmental movement,
dissection simulation designers and animal advocates
collaboratively have found a way to improve the world according
to the values that they hold most deeply within the context of
our high-tech capitalist society.
Cyberfrogs as Boundary Objects: Knowledge-Based Social
Movements and Value-Based Technologies
The field of science and technology studies (STS) challenges
common understandings of the relationship between science,
technology, and society. Typically, social scientists treat
social movements as driven by core values, while
technoscientific experts believe that technologies are based
directly on scientific and engineering knowledge. Yet, social
movements and technologies may have more in common than one
might expect. In this section, I discuss the STS concepts of
knowledge-based social movements and value-based technologies
and argue that cyberfrogs are boundary objects uniting these
two, perhaps unexpected, combinations.
Studies of knowledge-based social movements (Epstein, 1996;
Brown, Zavestoski, & Mayer, 2002; Hess, 2001, 2002) emphasize
the previously overlooked importance of knowledges to social
movements. In his study of AIDS activists, Epstein (1996) argues
that AIDS activism is a knowledge-empowered movement. Similarly,
Brown et al. argue that health social movements are
knowledge-based social movements. Finally, Hess (2002)
introduces the concept of technology-oriented social movements.
Technology-oriented social movements such as the five cases
described by Hess are driven as much by knowledges,
includingbut not limited toscientific and engineering
knowledges, as they are by values. One important contribution of
this paper is a symmetric addition to technology-oriented social
movements: namely, social movement-oriented technologies.
As argued above, cyberfrogs also are examples of a value-based
technology with strong connections to the social movement of
animal advocacy. Although, historically, technology has
generally been purported to be value-free and a politically
neutral “tool,” many STS scholars contradict that notion by
arguing that, in the words of Winner (1986), “artifacts have
politics” (p. 19). Sclove (1995) demonstrates that values and
politics are embedded in technologies. Schuler (1996) carries
this notion to the digital domain of community networks, where
he argues that values are embedded in technologies and lists six
core values that he advocates for community networks. Although I
agree with these scholars that all technologies have embedded
values, I believe that I have made a particularly strong case
for the explicit embedding of values in the case of dissection
simulations, demonstrating the key role played by values in
their design and use.
Cyberfrogs thus arise at the intersection of knowledge-based
social movements and value-based technologies. As such, they are
boundary objects (Star, 1989; Star & Griesemer, 1989) that unite
the domains of information technology and animal advocacy.
According to Star’s categorization of boundary objects,
cyberfrogs are a terrain with coincident boundaries. As
demonstrated in Figure 1, cyberfrogs arise through the
intersection of peripheral values of dissection simulation and
animal rights. As Star notes, the advantage of this type of
boundary object is “the resolution of different goals” (p. 49),
which is clearly an outcome of the cyberfrog in this case study.
The union of the seemingly oxymoronic combinations of
knowledge-based social movements and value-based technologies
yields cyberfrogs, a social movement-oriented technology that is
not only a boundary object but also a cyborg.
Cyberfrogs as Cyborgs: Symbiotic Unions of the Physical and
the Virtual
Dissection simulation designers creating new virtual worlds for
biology education and animal advocates operating within the
physical world of animal death and suffering have much to gain
from cooperation. Here, the relationship is symbolized by the
friendship between the frog and cyborg alter ego (Haraway, 1991,
1997), cyberfrog. Dissection simulation designers have been able
to sell cyberfrogs and other software products as a result of
direct and indirect assistance from animal advocates seeking to
protect frogs and other animals. At the same time, this embrace
of cyberfrogs as substitutes for sacrificing frogs and other
animals has helped animal advocates not only to save animal
lives but also to reverse stereotypes by demonstrating that they
are, at least in this case, advocates of science, technology,
and progress. This collaboration across the commonly accepted
physical/virtual boundary demonstrates the potential for
alliances spanning this divide, especially when social movements
interact with advanced technologies.
I argue that the unlikely alliance of frogs and cyberfrogs is an
example of a growing trend of coalition building between the
domains of the physical and the virtual. Community networks can
be created to benefit virtual and physical communities (Schuler,
1996). In his work, Eglash (2002) seeks to unite the physical
and the virtual by uniting high-tech with marginalized
communities across a two-way bridge. Eglash’s (2001, 2002),
culturally situated design tools, such as Sim-Sho-Ban, a
computer simulation of life in a Native American community as
well as his computer simulations of African fractals (Eglash,
1999), demonstrate the potential for mutual alliance between the
virtual and the physical in confronting problems such as racism,
economic inequality, and a lack of educational opportunities and
role models.
The alliance between cyberfrogs and frogs is another important
example of the strategic alliance of the virtual and the
physical. Cyberfrogs derive their form from frogs and their
place in the classroom. Frogs, on the other hand, presumably are
happy to leave dissection to their cyborg counterparts so that
they can continue to reside in natural habitats such as ponds
and creeks. As the virtual becomes an increasingly large part of
our everyday lives, hopefully the denizens of the physical world
will avoid the specter of potentially apocalyptic confrontation
and, instead, find more ways to enlist the virtual as an ally in
causes such as animal advocacy.
Note
* Kenneth R. Fleischmann, Rensselaer Polytechnic Institute
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