Up to this point, I have never thought
about the technology divide between students and teachers in this way – Natives
vs. Immigrants as well as technology being referred to as a “language.” But it
makes complete sense. Technology has become an integral part of students’ daily
lives due to the fact that they have been immersed in it since their early beginnings.
For those of us who were not raised
using these technological advances on a daily bases it becomes more of a
challenge when we try to incorporate them into our lives and the lives of our
students. There tends to be a greater “learning curve.” I suppose it may be
because we must first “unlearn” the ways of the past and strive to replace our old
learning/actions with new, more productive, and up-to-date approaches. In the
article Prensky raises this very question, “which is harder – “learning new
stuff” or “learning new ways to do old stuff.”” (2001).
Marc Prensky brings up a good point
when he states, “the single biggest problem facing education today is that our
Digital Immigrant instructors, who speak an outdated language (that of the
pre-digital age), are struggling to teach a population that speaks an entirely
new language.” (2001). I am aware that in order to be an effective educator, it
is important for me to learn how to effectively communicate with my students.
The challenge lies in learning to reprogram my brain to allow for the changes
that are necessary to facilitate this new, faster paced world we are currently
immersed in. Prensky (2001) suggests that, “Digital Natives like going faster,
less step-by-step, more in parallel, with more random access.” This can be
challenging, to say the least, for digital immigrants such as myself who are
used to structure/order and who need more time to adequately process new
information.
When students are engaged they become
motivated to learn new information and their attention span increases. Marc
Prensky (2001) suggests that inventing computer games to teach digital natives will
increase their attention span because they are actually learning in a way that
interests them. I have mixed feelings about computer games being used as
educational tools. If used properly computer games can enrich content and foster
a greater sense of motivation for student learning. It is when these computer
games are devoid of meaning and context that I do not support their inclusion.
Prensky, M.
(October, 2001). Digital Natives, Digital Immigrants. On the Horizon (NCB University Press), 9(5).
Interesting post Julia! The idea that the root of the problem of teaching the youth technology is that teachers and students speak two separate languages really hits the nail on the head for the problem. Video games I think will be used a lot more in classrooms and will ultimately be a net positive.
ReplyDeleteGreat post! I think it is so important for educators to keep up to date on new resources and education tools for classrooms. Students are consistently changing their attitudes towards technology, we should be doing the same.
ReplyDelete-I also have mixed feelings about the use of computer games in classroom settings. Computer games could foster the use of resources and knowledge, but they can also be exclusive and less motivating for students uninterested in visual education.
Great post Julia! Your last point is spot on. I view computer/video games as a great opportunity to foster student learning but it is also a slippery slope. Some of the games may lack the engagement and tools needed to develop students understanding. On the other hand they may just be the perfect avenue to get certain students interested in learning.
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