It was interesting to hear first hand how a parent’s
experience of using technology differs from that of their child. A shift is highlighted, in that her child’s
experience as a digital native commenced not only early on, but at home prior
to school, whereas her own encounters with computers were carefully managed
within the school environment. This impacts children’s view of technology, from
a complex concept that must be mastered through instruction, to a tool for
creativity that can be operated instinctively. Her child recognises the
potential of the internet as a platform to share, watching user-created videos
on the topic of Minecraft and communicating to peers via Skype software (Ofcom,
2012). This new way in which children socialise has, however raised concerns amongst parents (Prensky, 2001). Palmer (2007) notes that television and other
technologies are blamed for the lack of language and social skills of many
children. However, my interview would suggest
that it is for the parents themselves to enforce sufficient boundaries and
thereby avoid children being
absorbed by technological entertainment at the expense of social interaction.
So what are the
implications of this for my future practice? It is important to consider that
digital natives’ brains may be physically different as a result of the digital input received growing up (Prensky, 2001). This
has left them with an expectation of interactivity, impacting on their thinking
and reading preferences (Bearne,
2003). Teachers should promote reflection and critical
thinking through relevant and interesting elements of popular culture such as
Doctor Who or digital games, that, when brought into the classroom allow
children to act as experts in their “native language” (Harrett& Benjamin,
2009; Prensky, 2001).
Looking at the effect on
literacy, it would appear that parents seek to protect traditional literacy, defined
in my interview as ‘the ability to read and write’. She highlights real life
cases of children's written work taking the form of 'text speak'. To combat
this, there is rich
potential for teachers to draw upon popular culture within the classroom, as
evidenced by Sandy Stockwell’s experience of using Pokemon as a context to
address prefixes and suffixes. This example captures the children’s interest
and builds on their understanding of character names changing as new powers
were collected. Marsh
(2000) is just one supporter of using popular culture and media in the
classroom, stating that it motivates children who may otherwise not engage with
the curriculum. However, a study
carried out by Harrett & Benjamin (2009) highlights the need for more
training for teachers so that they may use media resources and cross-curricular
approaches with confidence. I would agree with this for my own practice as,
despite being a digital native myself, I welcome added guidance to keep up with
children’s ever-growing expertise.
References
Bearne, E. (2003).
Rethinking Literacy: Communication, Representation and Text. Reading Literacy
and Language, 37(3), 98–103.
Harrett, J.
& Benjamin, T. (2009) Travel with a Time Lord: Using Media to Enhance Literacy, Literacy 43(3): 134-142. UKLA
Marsh, J. & Millard, E. (2003) Literacy
and Popular Culture in the Classroom Reading: National Centre for Language
and Literacy
Marsh, J. (2000) Popular culture in the classroom,
Literacy Today available at: http:/www.nationalliteracytrust.org.uk/Pubs/
marsh.html, accessed 24th January 2014
Ofcom (2012) Children and Parents: Media Use and Attitudes Report
Research Document Ofcom.
Palmer, S. (2007) Toxic
Childhood - how the modern world is damaging our children and what we can do
about it London: Orion
Books.
Prensky,
M. (2001) ‘Digital Natives, Digital Immigrants, Part II: Do They Really Think
Differently?’ in On the Horizon 9 (6) (pdf on LN)
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