Title: Education for the FastTwitch Generation
1Education for the Fast-Twitch Generation
Laurie Ayre Education Department Kings
College United States lmayre_at_kings.edu Marian
W. Boscia McGowan School of Business Kings
College United States mwboscia_at_kings.edu
Presented at the Technology, Reading and Learning
Difficulties 23th Annual International
Conference January 27 29, 2005 at the Grand
Hyatt, San Francisco, CA
2Purpose
- This presentation is designed to raise
elementary and secondary educators awareness of
the influence of various medias on todays
students literacy(ies) and learning styles and
to introduce ideas and resources that can help
instruct these learners.
3Introduction
- The average American child lives in a household
with 2.9 televisions, 1.8 VCRs, 3.1 radios, 2.6
tape players, 2.1CD players, 1.4 video game
players, and 1 computer.A great deal about the
lives of children depends on their race, sex, and
social class, but access to major media does not
(p. 17). - Gitlin, T. (2001). Media unlimited how the
torrent of images and sounds overwhelms our
lives. New York Metropolitan.
4Introduction
- Report of the Kaiser Family Foundation (1999)
Kids Media _at_ the New Millennium - Excluding media used in school for homework,
children spend 38 hours immersed in media a
week. - Per Day.
- Children in the study used media for five hours
and 29 minutes. - Boys and girls had equal exposure to media.
- Minority children spent six hours eight
minutes, while white children spent five hours
eight minutes.
5Introduction
- Creators of commercial media for todays under-19
crowd, such as Marc Prensky, founder and CEO of
Games2train, have identified their target market
as the fast-twitch generation. - Description
- This generation grew up on video games ("twitch
speed"), MTV (more than 100 images a minute), and
the ultra-fast speed of action films. Their
developing minds learned to adapt to speed and
thrive on it. - Resource Prensky, Marc 1998. 10 Cognitive
Style Changes of the Fast-Twitch
Generation.Across the Board (January 1998)
available on line at http//www.marcprensky.com/wr
iting/Prensky20-20Twitch20Speed.html
6Introduction
- When childrens experience changes
significantly, so will their brains. Part of the
brains physical structure comes from the way it
is used (p. 15). - Healy, Jane M. (1991).Endangered minds Why our
children dont think. 1st touchstone ed. New
York Free Press.
7Introduction
- This presentation will
- Discuss how and why the so-called fast-twitch
generation is unique. - Share ideas for using technology and other
approaches to meet their learning needs. - Invite you as audience to comment and share your
ideas on these vital topics.
810 Cognitive Style Changes of the Fast-Twitch
Generation
- Twitch Speed vs. Conventional Speed
- Parallel Processing vs. Linear Processing
- Random Access vs. Linear Thinking
- Graphics First vs. Text First
- Connected vs. Stand-alone
- Active vs. Passive
- Play vs. Work
- Payoff vs. Patience
- Fantasy vs. Reality
- Technology as Friend vs. Technology as Foe
9Important Suggestions for Educators
- Get to know children better.
- 2. Create exciting, meaningful experiences in
the classroom. - Be open to all the modes of expression technology
provides. Consider Digital Literacy. - Intrator, S. (2001). Teaching the media child in
the digital swarm. Media Literacy and Arts
Education 102(6), pp. 25-27.
101. Twitch Speed vs. Conventional Speed
- This generation is accustomed to speed.
- They want faster delivery, less time spent on
tasks, and shorter lead times to success.
11Twitch Speed vs. Conventional Speed Meeting
Students Needs
- Technology can be used to exploit students
twitch speed. - Examples Streaming video of news stories
- CBS news at http//www.cbsnews.com/sections/i_vide
o/main500251.shtml - The FeedRoom at http//national.feedroom.com
122. Parallel Processing vs. Linear Processing
- Students are accustomed to multi-tasking.
- Much of the under-30 generation grew up doing
homework while watching TV and doing almost
everything while wearing a Walkman. (Prensky,
1998). - Examples of multi-tasking content
- CNN News
- Bloomberg TV News
13Parallel Processing vs. Linear Processing
Meeting Students Needs
- Maybe we shouldnt feel that we have to demand
what to us would appear as perfect attention when
we lecture.
14Parallel Processing vs. Linear Processing
Resources
- Huitt, W. (1998). Critical thinking An
overview. Educational Psychology Interactive.
Valdosta, GA Valdosta State University.
Available at http//chiron.valdosta.edu/whuitt/col
/cogsys/critthnk.html - Rubinstein, Joshua S., Hughes, William J.,
Meyer, David E. and Evans, Jeffrey E.
2001.Executive Control of Cognitive Processes
in Task Switching. Journal of Experimental
Psychology Vol. 27, No. 4, 763-797.Available at
http//www.apa.org/journals/xhp/press_releases/aug
ust_2001/xhp274763.html
153. Random Access vs. Linear Thinking
- The under-30 generation is the first to
experience hypertext and clicking around.
16Random Access vs. Linear Thinking Meeting
Students Needs
- Teaching Through Technology Middle School
Projects at http//www.ecb.org/ttt/middle.htm - Move the goal of comprehension of texts from the
big ideas to shared ideas. - Research
- Enciso, P. (2000). What will be the influences of
media on literacy in the next millenium? Reading
Research Quarterly (35)2, pp. 278-280.
174. Graphics First vs. Text First
- Todays students have grown up in a media-rich
Internet environment. - For them, text explains visual images.
- People who do not have internet access rely on
television and print materials for information. - With books and magazines, visual images
illustrate the more important text. - Todays students often find learning more natural
when it begins with images.
18Graphics First vs. Text First Meeting
Students Needs
- The burning of a Viking longship available from
http//www.teachingideas.co.uk/history/contents.ht
m. - Virtual Tours at http//www.virtualfreesites.com/
tours.html - Media integrated in PowerPoint example La
geografía de España--Segunda Parte.ppt
195. Connected vs. Stand-alone
- Fast-twitchers are accustomed to world-wide,
asynchronous communication using - E-mail,
- Messages boards and blogs,
- Chat rooms, and
- Internet searches.
- Information is richer, but harder to evaluate.
20Connected vs. Stand-alone Meeting Students
Needs
- Example
- Global SchoolNet Foundation provides a
registration site for online collaborative
projects, organized by topic, grade, and project
date. Their Web address ishttp//www.globalschoo
lnet.org/index.html
216. Active vs. Passive
- The fast-twitch generation uses the heuristic
When in doubt, read. - The fast-twitch generation is fearless they
click everywhere. - They have learned to hunt for hidden surprises or
"Easter eggs." - Go on an Easter eggs hunt with hints from
Eeggs.Com and EggHeaven2000.Com
22Active vs. Passive Meeting Student Needs
- Classroom Resources in Technology Websites
compiled by Sue LeBeau athttp//www.suelebeau.com
/techresources.htm - Electronic Response Systems
- For an overview and list of vendors go
tohttp//www.foundationcoalition.org
237. Play vs. Work
- Prensky observes For today's younger
generation, play is work, and work is
increasingly seen in terms of games and game
play. - Fast-twitch students enjoy games that reward
problem solving, achievement, and
competitiveness.
24Play vs. Work Meeting Students Needs
- Develop learning through games, e.g.,
Jeopardy-type format games those of ones own
invention - Economics Jeopardy.ppt
- (Developed by Jason Menghini, Kings College
- for Social Studies Methods with Maureen Gaffney)
- JMR Jeopardy Template.ppt
- (Reworked by Jackie Ritzko, Penn State
Hazleton, PA) - La geografía de España--Introduction.ppt
- (Developed by Dr. Anne Massey, Kings College)
258. Payoff vs. Patience
- Fast-twitch students expect to be rewarded.
- Feedback is particularly important
- Give them opportunities for more feedback.
269. Fantasy vs. Reality
- Much of the favorite entertainments Fast-twitch
students is based on fantasy - Harry Potter,
- Chat-room conversations,
- Online video game play.
- Rather than admonish students to "grow up and get
real." teachers should look for new ways to
combine fantasy and reality.
27Fantasy vs. Reality Meeting Students Needs
- Role Play Examples
- Becoming an Archaeologist at http//www.teachingid
eas.co.uk/history/becominganarchaeologist.htm - Pavlac, Brian A. 2004 A Witch Hunt Germany
1628 by at http//www.kings.edu/womens_history/wi
tch/hunt/index.html
28Fantasy vs. Reality Meeting Students Needs
- Role Play Development Resources
- Ip, Albert Linser, Roni and Naidu, Som 2001.
Simulated Worlds Rapid Generation of Web-Based
Role-Play. In the Proceedings of the Seventh
Australian World Wide Web Conference, Opal Cover
Resort, Coffs Harbour, 21-25 April 2001.
Available online at http//ausweb.scu.edu.au/aw01
/papers/refereed/ip/paper.html
2910. Technology as Friend vs. Technology as Foe
- Young people today embrace technology, while
their parents and teachers are more afraid of it.
30Technology as Friend vs. Technology as Foe
Meeting Students Needs
- Integrate technology and ask students to be the
experts!
3110 Cognitive Style Changes of the Fast-Twitch
Generation What do you think?
- I. Twitch Speed vs. Conventional
SpeedII. Parallel Processing vs. Linear
ProcessingIII. Random Access vs. Linear
ThinkingIV. Graphics First vs. Text
FirstV. Connected vs. Stand-aloneVI. Active vs.
PassiveVII. Play vs. WorkVIII. Payoff vs.
PatienceIX. Fantasy vs. RealityX. Technology as
Friend vs. Technology as Foe
3210 Cognitive Style Changes of the Fast-Twitch
Generation What do you think?
- Please email your ideas to
- Laurie Ayre at lmayre_at_kings.edu or
- Marian W. Boscia at mwboscia_at_kings.edu
The End