Saturday 8 April 2017

Digital Natives vs. Digital Immigrants

In picture we can see children different ages engaging in technology. As children in this generation are getting older they learn to use more complicated technology. 

In class, we discussed about the terms digital immigrants and digital natives. What are the differences between the two? According to DeGraff (2014) digital natives is a generation of people who were born or raised with digital technology.  As to digital immigrants are individuals who are slowly adapting to the world of digital technology, these include grandparents, parents, teachers, and those before them.


Digital immigrants may have been the ones who invented technology that digital native used but they did not understand the use of them (Degraff 2014). Today we can see that students who have been growing in the digital native generation all spent their lives surrounded by using technology, such as computers, video games, cell phones, and other digital devices (Prensky, 2001). Its evident that individuals today “think and process information fundamentally different” (2001) from digital immigrants.



There are some controversial thoughts from digital immigrant teachers, as they do not believe that their students can learn through using technology because it did not work for them. Since these teachers were not raised in a digital world it is difficult for them to adapt to the changes the accessibility that technology can provide digital natives. Digital natives have been practicing this skill constantly as technology is a norm for their generation (Prensky, 2001). It is understandable that it is difficult for digital immigrants to fully integrate them in a new world, but it is also difficult for digital natives to turn backwards and follow traditional learning strategies.

What can digital natives teach digital immigrants? (DeGraff, 2014)
  • To collaborate across boundaries, with a variety of people
  • To make a place in life for values
  • To build solutions that are horizontal
What can digital immigrants teach digital natives? (2014)
  • To achieve goals quickly
  • To use focused resources in building things to scale
  • To revitalize or repurpose existing institutions
There is an irony that children who are digital natives in this generation will eventually become digital immigrants. It is how the world works (Degraff, 2014). For example, today’s fashion has been brought back from the past generations. Life is a full circle, when something becomes new it will become old over time as newer things come along.



Reference

DeGraff, J. (2014). Digital natives vs. digital immigrants. Huffingtonpost. Retrieved from

http://www.huffingtonpost.com/jeff-degraff/digital-natives-vs-digita_b_5499606.html

Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, vol. 9, 5. MCB University Press. Retrieved from

http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-

%20Part1.pdf


Unplag Team. (2015). Digital immigrants’ vs digital natives: closing the gap. Unplag. Retrieved from

https://unplag.com/blog/digital-immigrants-vs-digital-natives/

Game-Based Learning Approach




In the article Mind Shift Guild to Digital Games and Learning, Shapiro et. al (2014) stated that digital game-based learning is the inclusion of using digital video games as a tool in the classroom. Game-based learning (DGBL) is mixed with gamification, which is where the teacher replaces grades with levels and merit badges or providing lectures and giving out tests or other assessment to assess the child’s learning. The different among gamification and game-based learning is that game-based learning is using digital video games as a tool to encourage children to understand subject content (p.8). Technology used in context for game-based learning offers an efficient and effective tool in motivating and creating hands on experiences (p. 9).  


Game-based learning approach should be encouraged to be used in an ECE setting. For most cases prior to implementing this approach applications or games being selected should be educational, appropriate, and beneficial to the child’s learning. Educators should make sure they know how the game in order the experience to be exponentially effective. Keeping in mind that by introduction digital games it should affect the need of reducing or eliminating play-based learning (Shapiro et. al, 2014). Nolan and McBride (2013) stated that digital game-based learning encourages collaboration, problem solving, communication, experimentation and the exploration of identities. This approach encourages individuals to determine different strategies or techniques to support their learning to succeed in the long run. Digital game-based learning approach allows the children to take the lead in what they need to learn or improve on rather being adult led in their learning. This promotes motivation in learning, theory developing, interest developments, and being able to express their own ideas. Children can learn on their own and applying it to the real world. Educators should be critical about the use of technology and digital media (Shapiro et. al, 2014). 

Reference

Shapiro, J., SalenTekinbaş, K., Schwartz, K., & Darvasi, P. (2014). Mind Shift Guide To Digital Games+ Learning. http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf

Nolan, J., & McBride, M. (2014). Beyond gamification: reconceptualising game-based learning in early childhood environments. Information, Communication & Society, 17(5), 594-608. http://www.tandfonline.com/doi/pdf/10.1080/1369118X.2013.808365

Wednesday 5 April 2017

Innovative Ways to Use Technology

How can we Incorporate Technology for Children and Youth?

According to the article  Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth, written by Martin, Coleman and Hienrich (2015), children need at least 60 minutes of physical activity a day, to stay healthy and active. Many adolescents and children do not meet this requirement because argue lies between the massive hours being spent staring at a screen, not being physically active (p. 47). Screen-based activities evidently show that it is related to various health risks, such as poor measures of body composition, decreased fitness, lower self-esteem, and reduced pro-social behaviours (p.47). This informs that modern technology is leading to reduced amounts of daily physical activity. There are still controversial debates over the use of technology, between the idea of it being beneficial or non-beneficial for children. It is the matter of idea of adolescents and children parents, or those in their care are able to find substitution and appropriateness for technology use.

Below are some suggested ideas of how physical activity can increase with the use of digital technology. 

However, 

There is potential evident of effectiveness that screen-based technology can increase activity among adolescents and children. Technology should not be a replacement to teaching, but another mode of implementing appropriate pedagogical practices. 

"Technology is just a tool. In terms of getting the kids working together and motivating them, the teacher is the most important." - Bill Gates

Active Video Games (AVG)


Active Video Games allow children and youth to take part in practicing skills and physical competence (p. 48)

It encourages: 
- Social reinforcement 
- Opportunities to be with friends or make new friends
- Motivation
- Activeness

Zumba Fitness Rush
Examples of some AVGs (XBOX): 

Zumba Fitness Rush: Consists of a large database of music in which encourages multiple forms of dance styles. 
Dance Central 3



Dance Central 3: Provides instructions and guidance for the participants to learn and physical do the dance moves shown in the game. 
Nike + Kinect Training





Nike + Kinect Training: A game where the participants are lead through fitness based training, like attending exercise, workout classes. 



Active Video Games are not only found on console based technology, it can be found on smartphones, tablets, and any other smart devices that have access to active video games. For further information about how to incorporate technology as a tool for learning, feel free to visit this article Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth


There are always ways in which technology can be used as a benefit rather seen as a negative use. As explained above technology could be an issue that leads to physical health issues, but it is dependent on how technology is use. Active video games can be substituted for those who are not active on a daily basis. Through observations workings with young children, many of them are more tuned in with digital technology, than full on free-play. If this is a case then being innovative with technology will support the increase of physical health and activeness. 

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