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And how it affects their learning.
November, 2010By Mamoona Brace 1
 According to Prensky (2005):
 5-10,000 hours of video games
 250, 000 emails and instant messagings (IMs)
 Read books for less than 5000 hours
2
 Students move at “Twitch” speed
 Those, who grew up without the access to
Internet all of the time: They go at
conventional speed (Prensky, 2005)
3
 Kids love to be social.
 They will connect with others through
Facebook, Twitter, Myspace and other social
networking sites multiple times throughout
the day (Lenhart, Madden, MacGill, & Smith,
2007)
4
 The 20th
century pedagogy was based on the
fact that teachers, knowledge, and materials
were hard to access.
 This meant that the TEACHER was seen as
the authority whereas the student was
simply taught how to transmit the knowledge
back to the teacher.
5
 Students are communicating, socializing, and
learning in a variety of settings.
 Clark, Logan, Luckin, Mee, & Oliver (2009):
There is a digital dissonance – it is the
conflict between the student desire to use
their technologies (mobile phones, social
networking sites) and the educational
institutions which ban them.
6
 Prensky (2001) :
 Those who have grown up without the
Internet and web 2.0 technologies being an
integral part of their everyday lives.
 Many teachers are digital immigrants and
therefore teach with an “accent”. This
means that the way they are teaching is not
adapted to suit the needs of the students.
01/29/15www.brainybetty.com 7
 Prensky (2001):
 Those who have grown up with the Internet
and web 2.0 tools as part of their daily lives.
 They want to create, share, and collaborate.
 Input from others is key to their success.
01/29/15www.brainybetty.com 8
Prensky (2001) Prensky (2001)
 Digital immigrants
 Will access the
Internet as a
secondary source
 Choose text over
graphics
 Step-by-step
 Digital Natives
 Will access the
Internet as a primary
source
 Choose graphics over
text
 Instant gratification
9
10
 Students come from a multi-dimensional
world where collaboration is key (Prensky,
2001)
 Teachers come from a linear world where
collaboration, although important, is thought
to come AFTER individual thought.
 In order to engage the student, teachers
must use technology in ways that promote
higher level thinking.
11
 Blogging –
 Teachers can ask students to post papers so
that peers can give constructive feedback
before the final deadline (Lenhart, Madden,
Macgill, & Smith, 2007)
 Murphy and Lebans (2008): ESL students were
more careful about posts on blogs and
learned more about the nuances – real life
application.
12
 Lamb (2004): Wikis created a sense of
ownership. Students were careful with the
edits and contributed more.
 Collaboration and sharing of ideas is
encouraged through group edits.
 Gaming – since students spend so much time
gaming, why not incorporate it into the
curriculum. It allows students to experience
different scenarios in a real-life way
(Foreman, 2004)
13
 Students are not going back to the “old
ways”.
 Collaboration and socialization are part of
the student’s outside life and therefore need
to become part of their school life.
 Knowledge creation allows for individual and
collaborative thought. Even when a
disagreement arises, it can be discussed
using multiple points of view.
14
 Web 2.0 tools by their nature promote
collaboration and socialization.
 They can create authentic experiences and
teach students strategies .
 They are an opportunity for teachers to show
students how to use these tools in a deeper
way.
15
 Clark, W., Logan, K., Luckin, R., Mee, A. and Oliver, M. (2009), Beyond Web 2.0: Mapping
thetechnology landscapes of young learners. Journal of Computer Assisted Learning, 25,  56–69.
doi: 10.1111/j.1365-2729.2008.00305.x
 Lamb, B. (2004). Wide open spaces: Wikis, ready or not. Educause Review, 39(5), 36–48. Retrieved
from http://www.educause.edu/pub/er/erm04/erm0452.asp
 Lenhart, A., Madden, M., Macgill, A. R., & Smith, A. (2007). Teens and social media. Washington,
DC: Pew Charitable Trusts. Retrieved October 21, 2010 from
http://www.pewinternet.org/~/media//Files/Reports/2007/PIP_Teens_Social_Media_Final.pdf.p
df
 Murphy, J., & Lebans, R. (2008). Unexpected outcomes: Web 2.0 in the secondary school
classroom. International Journal of Technology in Teaching and Learning, 4(2), 134-147.Retrieved
from http://ijttl.sicet.org/issue0802/4_2_5_Murphy_Lebans.pdf
 Prensky, M. (2001). Digital natives, digital immigrants [Electronic Version]. On Horizon.Retrieved
from
http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
 Prensky, M. (2005a). Engage me or enrage me [Electronic Version]. Retrieved from
http://www.educause.edu/LibraryDetailPage/666?ID=ELI0606
01/29/15www.brainybetty.com 16

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Student learning and Web 2.0

  • 1. And how it affects their learning. November, 2010By Mamoona Brace 1
  • 2.  According to Prensky (2005):  5-10,000 hours of video games  250, 000 emails and instant messagings (IMs)  Read books for less than 5000 hours 2
  • 3.  Students move at “Twitch” speed  Those, who grew up without the access to Internet all of the time: They go at conventional speed (Prensky, 2005) 3
  • 4.  Kids love to be social.  They will connect with others through Facebook, Twitter, Myspace and other social networking sites multiple times throughout the day (Lenhart, Madden, MacGill, & Smith, 2007) 4
  • 5.  The 20th century pedagogy was based on the fact that teachers, knowledge, and materials were hard to access.  This meant that the TEACHER was seen as the authority whereas the student was simply taught how to transmit the knowledge back to the teacher. 5
  • 6.  Students are communicating, socializing, and learning in a variety of settings.  Clark, Logan, Luckin, Mee, & Oliver (2009): There is a digital dissonance – it is the conflict between the student desire to use their technologies (mobile phones, social networking sites) and the educational institutions which ban them. 6
  • 7.  Prensky (2001) :  Those who have grown up without the Internet and web 2.0 technologies being an integral part of their everyday lives.  Many teachers are digital immigrants and therefore teach with an “accent”. This means that the way they are teaching is not adapted to suit the needs of the students. 01/29/15www.brainybetty.com 7
  • 8.  Prensky (2001):  Those who have grown up with the Internet and web 2.0 tools as part of their daily lives.  They want to create, share, and collaborate.  Input from others is key to their success. 01/29/15www.brainybetty.com 8
  • 9. Prensky (2001) Prensky (2001)  Digital immigrants  Will access the Internet as a secondary source  Choose text over graphics  Step-by-step  Digital Natives  Will access the Internet as a primary source  Choose graphics over text  Instant gratification 9
  • 10. 10
  • 11.  Students come from a multi-dimensional world where collaboration is key (Prensky, 2001)  Teachers come from a linear world where collaboration, although important, is thought to come AFTER individual thought.  In order to engage the student, teachers must use technology in ways that promote higher level thinking. 11
  • 12.  Blogging –  Teachers can ask students to post papers so that peers can give constructive feedback before the final deadline (Lenhart, Madden, Macgill, & Smith, 2007)  Murphy and Lebans (2008): ESL students were more careful about posts on blogs and learned more about the nuances – real life application. 12
  • 13.  Lamb (2004): Wikis created a sense of ownership. Students were careful with the edits and contributed more.  Collaboration and sharing of ideas is encouraged through group edits.  Gaming – since students spend so much time gaming, why not incorporate it into the curriculum. It allows students to experience different scenarios in a real-life way (Foreman, 2004) 13
  • 14.  Students are not going back to the “old ways”.  Collaboration and socialization are part of the student’s outside life and therefore need to become part of their school life.  Knowledge creation allows for individual and collaborative thought. Even when a disagreement arises, it can be discussed using multiple points of view. 14
  • 15.  Web 2.0 tools by their nature promote collaboration and socialization.  They can create authentic experiences and teach students strategies .  They are an opportunity for teachers to show students how to use these tools in a deeper way. 15
  • 16.  Clark, W., Logan, K., Luckin, R., Mee, A. and Oliver, M. (2009), Beyond Web 2.0: Mapping thetechnology landscapes of young learners. Journal of Computer Assisted Learning, 25,  56–69. doi: 10.1111/j.1365-2729.2008.00305.x  Lamb, B. (2004). Wide open spaces: Wikis, ready or not. Educause Review, 39(5), 36–48. Retrieved from http://www.educause.edu/pub/er/erm04/erm0452.asp  Lenhart, A., Madden, M., Macgill, A. R., & Smith, A. (2007). Teens and social media. Washington, DC: Pew Charitable Trusts. Retrieved October 21, 2010 from http://www.pewinternet.org/~/media//Files/Reports/2007/PIP_Teens_Social_Media_Final.pdf.p df  Murphy, J., & Lebans, R. (2008). Unexpected outcomes: Web 2.0 in the secondary school classroom. International Journal of Technology in Teaching and Learning, 4(2), 134-147.Retrieved from http://ijttl.sicet.org/issue0802/4_2_5_Murphy_Lebans.pdf  Prensky, M. (2001). Digital natives, digital immigrants [Electronic Version]. On Horizon.Retrieved from http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf  Prensky, M. (2005a). Engage me or enrage me [Electronic Version]. Retrieved from http://www.educause.edu/LibraryDetailPage/666?ID=ELI0606 01/29/15www.brainybetty.com 16