Literacy in the 20th century has expanded from an emphasis on comprehending page text and listening to lectures to include a wider, more encompassing tool set, requiring more activity-based competencies. Though previously didactic learning was the mainstay in the classroom, it has since been recognized that other learning styles may be more suited to the online learning experiences and that the expansion of learning may begin early on. Prensky (2001) claims that “digital natives” having had exposure to technology from an early age, now may have brains that are wired differently. In this claim, information is processed in a random access manner, rather than linear, yielding to a simple “stepping stone” effect in lieu of the winding “sidewalk-model” of thinking. Though in either case, this is still considered logical thinking. Youth have now added robust multi-tasking to their learning skill set. In support of this adaptation, a 2003 survey of 1,065 U.S. parents requesting information concerning computer usage found that computer usage generally began in the parent’s lap by age two and by age three, children could control the mouse, load a CD, and turn on the computer (Calvert et al., 2005). This suggests that students are learning to incorporate digital tools about the time they are acquiring and incorporating language and verbal skills yielding the incorporation of these skills early on.
Beyond comprehending text and early computer skills, learners must be competent in image and screen navigation in order to perform as fully literate (Brown, 2000). Twenty-first century literacy demands the ability to use technology, including visuals and audio segments to enhance personal learning and to communicate more effectively with others (Looney, 2005). Literacy now encompasses more than mere reading and comprehending thoughts from text. Computers, DVD players, cell phones, game consoles, and iPODs (Apple Computer) are now the norm in students’ pre-and post-school day activities. Choices abound within the video game world. Though these claims are not yet universally understood and accepted, initial research into new literacies promotes the notion that a different skill set is required for building competencies online. The repeated findings of “no significant difference” between online and traditional course offerings in the broad spectrum indicate that the act of learning may be changing to incorporate this expanded instructional style (Bernard, Abrami, Lou, & Borokhovski, 2004; Bernard, Brauer, Abrami, & Surkes, 2004; Clark, 2001; Russell, 1999; Smith, Clark, & Blomeyer, 2005).
The United States National Research Council found in a two-year study that youths require a level of control over their learning in order to make needed transfers of information (Huffaker & Calvert, 2003). Similar to researching on the Web, students would prefer to follow multi-topics in multi-logical directions much like brainstorming techniques and lateral thinking introduced by Edward DeBono (1967)[1] rather than being fed a constant unidirectional message. These learners preferred a speed which Prensky deems “twitch speed” translating to hit it hard and fast, and then proceed. Additionally, “digital natives” appear to prefer graphics first with text to support unclear content rather than the “digital immigrant” method of illustrations to augment text (Prensky, 2001). The idea that information is fluid and informed by multiple inputs which may be updated instantaneously when discovery occurs is not a foreign concept to 21st century learners. Brown dubs these learners “bricoleurs”[2] evolving from a term first used by Claude Levi-Strauss (Brown, 2000, p. 14). Bricoleaurs have the ability to take some small piece of information and then use it to create something meaningful for themselves.
Brown further notes that today’s adolescents have moved their preferences for knowledge acquisition from non-ownership or semi-ownership to self-ownership, from linear to multi-linear or lateral, and from becoming unresponsive when they do not understand to “lurking then trying” (Brown, 2000). Perhaps most importantly, “digital natives” are network builders, reaching out for both information and for social contact. With access to anyone, anytime, anyplace at the end of a computer, cell phone, or Blackberry (Research in Motion Limited), these students are better than ever before at building a community of learners naturally. (Brown, 2000).
“The new science of learning, as advocated by the National Research Council and the National Academy of Science, recognizes the importance of allowing children to take control of their own learning experiences [Bransford, Brown & Cocking, 1999]” (Huffaker & Calvert, 2003, pp. 325-6). The terms “active learning” describes the learner taking an active role in the learning process, “metacognition” is defined as the student monitors and regulates their own learning, and “transfer of knowledge” as learners apply information learned to multiple settings and tasks, are now a part of the educational vernacular (Huffaker et al.). Digital gaming may bring all of these elements into play (Gee, 2005.)
Calvert, Rideout, Woolard, Barr, and Strouse (2005) suggest that when young children spent time with the computer, it most often involved game play. Though “digital immigrants” may profess gaming to be a waste of time, James Paul Gee demonstrates that good games contain multiple elements of current learning theory. Good games provide players with stimuli and allow responses, positively reinforcing players and providing motivation for repeated response. This is indicative of behaviorism and operant conditioning.
Research into areas such as, internal locus of control, problem solving strategies, visual and divided attention, and spatial abilities demonstrates the impact of action video gaming on cognitive abilities. Blumberg and Sokol (2004) found that older children and children who described themselves as frequent video game players tended to rely more heavily on internal strategies such as reading instructions or trial and error than external strategies such as asking for help or watching someone else play when learning a new game than did younger children and those that did not play video games. The most frequently used internal strategy was trial and error, thereby driving a strong need for logical and intuitive interface designs for good programs. Greenfield, Dewinstanley, Kilpatrick, and Kaye (1994) indicate that strategies employed by video game players may transfer to other areas that require split attention. Green and Bavelier (2003) provide evidence that action-game training led to greater performance improvement in visual attention to multiple fields which switch rapidly, leading to detectable effects on new tasks within a short time period. (p. 536). Though when students are assessed for both static and dynamic spatial ability, gaming led to significant improvement in dynamic spatial skills in specific subjects. (p. 26). To cap off these findings, Crawford (2006) notes that there is a tendency for positive multi-tasking ability differences in those that complete online courses verses those that do not, suggesting that those who complete online courses have a higher level ability.
Dickey (2005) found that in the evolution of video game development, programs have moved from a player outside the game to a player inside the game format. Though online gaming communities have broadened access to this engaging construct, the educational community has yet to embrace it on a wide scale.
The North Central Regional Educational Laboratory (NCREL) described online reading comprehension as utilizing a different skill set compared to traditional print comprehension. Though traditional comprehension encompasses the ability to locate and filter materials, and share the findings, online reading comprehension has added to these skill sets the ability to navigate through systems, to evaluate, to synthesize information and then to communicate findings in new formats. (Leu, Castek, Hartman, Coiro, & Henry, 2005)
Added to online comprehension ability, recent cognitive research notes a new understanding of the way memory functions. Multiple studies, such as Mayer and Moreno’s (1998) investigation on split-attention, demonstrates that memory has both a visual and an auditory component. In this particular study, findings indicated that multi-media presentations with both visual and auditory components can improve retention.










"Technology Leadership"