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Education for the FastTwitch Generation

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... child lives in a household with 2.9 televisions, 1.8 VCRs, ... Media Literacy and Arts Education 102(6), pp. 25-27. 1. Twitch Speed vs. Conventional Speed ... – PowerPoint PPT presentation

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Title: Education for the FastTwitch Generation


1
Education 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
2
Purpose
  • 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.

3
Introduction
  • 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.

4
Introduction
  • 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.

5
Introduction
  • 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

6
Introduction
  • 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.

7
Introduction
  • 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.

8
10 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

9
Important 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.

10
1. 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.

11
Twitch 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

12
2. 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

13
Parallel 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.

14
Parallel 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

15
3. Random Access vs. Linear Thinking
  • The under-30 generation is the first to
    experience hypertext and clicking around.

16
Random 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.

17
4. 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.

18
Graphics 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

19
5. 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.

20
Connected 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

21
6. 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

22
Active 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

23
7. 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.

24
Play 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)

25
8. Payoff vs. Patience
  • Fast-twitch students expect to be rewarded.
  • Feedback is particularly important
  • Give them opportunities for more feedback.

26
9. 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.

27
Fantasy 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

28
Fantasy 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

29
10. Technology as Friend vs. Technology as Foe
  • Young people today embrace technology, while
    their parents and teachers are more afraid of it.

30
Technology as Friend vs. Technology as Foe
Meeting Students Needs
  • Integrate technology and ask students to be the
    experts!

31
10 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

32
10 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

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