As I read through Marc Prensky’s articles on digital literacies, I couldn’t help but try to categorize myself. Prensky terms “digital immigrants” and “digital natives” so diametrically, and I found myself fitting into the “digital natives” category throughout much of his writing. As a digital native that intends to teach, I felt that much of his wrathful tirade seemed directed at a category of teachers that I don’t fit into. I fit his laundry list of qualifications for a digital native, to the point that I frequently watch hit television shows via the internet, and often have arcade games going at the same time. This constant activity that my brain likes to remain constantly spinning in reflects in my teaching style, which is often very fast-paced, energetic, and multi-faceted. I love keeping my students constantly and ceaselessly busy either physically or mentally from the moment that they walk in the door until the moment they leave.
Prensky’s ideas of learning through gaming are intriguing and off-putting. I like the idea of exploratory (or “random access” as Prensky says), instead of linear learning- of allowing students to access learning in a way that seems most logical to them instead of what the Georgia Frameworks or the textbook dictate is “logical.” I recall the first few weeks after receiving Adobe PhotoShop CS5 for my laptop; I had no manual or guidelines, and began teaching myself how to use the software through a series of projects, in which I would choose a picture, decide how I wanted to alter it, and then through a trial-and-error (and many Google searches for assistance) I would figure out how to make that work. This “random access,” task-based learning system reminds me of the game-based learning that Prensky discusses.
Several aspects of Prensky’s game-based learning theory made me very uncomfortable, however; though some students may thrive off of the frenzied urgency of learning in a video game, many may be overwhelmed and under-informed by this pacing. Dictating a quick pace may be as detrimental to some students as the slow pace was to others. Also uncomfortable was Prensky’s term “edutainment.” Though I agree we should meet students on their own learning terms, this is a pretty radical view. By striving for “edutainment,” we entirely skip over one of the most vital lessons our students need to learn- how to work hard. Not to say that learning shouldn’t be engaging and interesting, but there will come a point in students’ lives when they’ll have to struggle through something difficult in order to reach an end. One day virtually all of these students will need to hold down a job, and an incredibly small percentage of those jobs are going to involve the bright lights of a first-person shooter game. Another complaint I had with the idea of game-based learning is its impracticality. As a future teacher, where am I supposed to find the games to teach my students the concepts I want them to learn? I certainly can’t create them, and I certainly can’t afford them.
The ideas asserted in the Chase and Laufenberg article “Embracing the squishiness of digital literacy” and the Knobel and Lankshear article “Wikis, Digital Literacies, and Professional Growth” were more immediately applicable than those in the Prensky article. I feel that frequently the methods for “using technology in the classroom” are often just attempts to use technology for the sake of technology; students see through these attempts and are not any more engaged by these weak attempts to snare their attention than by any of the others. Chase and Laufenberg suggest more natural and authentic integrations of technology into the classroom. The use of wikis in order to compile information puts the pace and direction of learning into the hands of students. For our students to be successful in their new digital world, they must learn to navigate the flood of information that they live in, and how to read it critically. A wiki is a valuable tool in regulating and promoting this sifting through and sharing of information.
The idea that stood out to me in the Knobel and Lankshear article was using audio recordings to promote reading fluency and as a way to promote the critical usage of audio files. Integrating podcasts, interviews, and read-alouds into students’ skill sets expands their understanding of “digital literacy” and teaches them to use critically another form of information sharing.
References
Chase, Z., & Laufenberg, D. (2011). Embracing the squishiness of digital literacy. Journal of Adolescent and Adult Literacy , 7(54), 535-537. Retrieved from https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxsbGVkMzUzMHxneDoyOTYxYzQyNDM2MmEwYTI3
Knobel, M., & Lankshear, C. (2009). Wikis, digital literacies, and professional growth. Journal of Adolescent and Adult Literacy , 7(52), 631-634. Retrieved from https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxsbGVkMzUzMHxneDo2ZDg0MTU1NzM3Yzg5NzA5
Prensky, M. (2001). Digital Natives, Digital Immigrants . On the Horizon, 9(5). Retrieved from https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxsbGVkMzUzMHxneDo1ZWQ5YTllNmVkMjZmMmZl&pli=1
Prensky, M. (2001). Digital Natives, Digital Immigrants Part II. On the Horizon, 9(6). Retrieved from https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxsbGVkMzUzMHxneDo0OTQ5OGIyYjg1MzdmYjA5