I would like to continue
reflecting on digital technologies, video games in particular, and their effect
on today’s young generation. It is common knowledge that young people are
actively involved in computer gaming. I think, as teachers we cannot deny the
fact that computer games play a huge role on shaping our young learners’ minds
and behavior. Therefore, their needs and interests are often different from those
of the older generation. Research studies show that these digital technologies
lead to “mind alterations” or “cognitive changes” in the area of learning
(Prensky, 2001). If we are to accept this fact we should think of new ways and
methods of teaching. Traditional in-class activities are no longer effective
with such generation as they do not fit into their learning style and
perception of things.
Patricia Greenfielad, a
professor of psychology, has done a lot of research in this area and has come
up with some interesting facts. One of them is that video games help to strengthen
the learner’s skill in reading visuals as representations of three-dimensional
space. Also, various computer games develop their ability to “discover“ rules
rather than to follow them. I think this
implies that we, as teachers, should introduce the new material inductively rather
than deductively. Even during the class young learners are “players”; they like
to be actively involved in a rule discovery process, predicting the possible outcomes
rather than being told about them. Besides, due to video games a person is
capable of monitoring multiple locations simultaneously. Thus, as teachers, we
can assign projects or activities that require the learners’ concentration on
multiple tasks at the same time.
If a teacher wants to
keep such “digital” learners focused on the lesson, she/he should find some
ways to integrate video games into the curricula. For example, there are
certain topic-based educational games that can help learners understand and use
the newly learned material in meaningful, real-life situations. I have also
learned that some commercial games can be adapted to classroom needs and
integrated into the learning process as well.
Thus, today’s teachers
are exposed to a variety of options that can be used effectively to satisfy the
“digital youth’s “ needs and interests.