Digital literacy can
provide many learning opportunities for children’s development within the
classroom context. One school has highlighted the many benefits that weblogs
have had in both children’s enjoyment, engagement and attainment (Turnbull, 2010).
Teacher John Mills, states that, “the children using
weblogs are streets ahead of their peers in IT, and they have made greater
advances in literacy then we would normally expect for their age group” (Turnbull,
2010; p.1). This highlights the positive influence that digital literacy can
bring and is a major benefit for introducing the use in school practice.
Children enjoy blogging and are passionate
about producing their best work, as their blogs will be read by a real audience,
which enthuses children to put effort into their work, that they may otherwise
have disliked (Evans, 2004 and Turnbull, 2010). Teachers should consider introducing
digital literacies, such as blogging as they are free and easy to set up, whilst
providing a fun, exciting learning stimulus for children (Evans, 2004). This module
has introduced me to blogging and I have seen firsthand how easy it is to use
and set up. I have also found how engaging the use can be and find myself
putting in extra effort and pride into each of my blogs compared to other work,
therefore I would definitely be keen to introduce the use into my future practice.
There has also
been a recent push for the use of games being introduced in educational settings.
Professor Constance Steinkuehler, suggests that games can be beneficial as they
have a “larger effect on
learning than traditional materials in particular areas, like language
acquisition, science, mathematics and social studies” (cited in Hudson, 2013:
p.1). Popular games such as Minecraft have helped younger children with the development
of basic computer concepts. As well as helping shy and ‘unpopular’ children to
develop relationships that they would not normally make (Ward, 2013). This highlights
the positive impact that gaming can have on children and should be carefully considered
by those teachers and parents who would usually dismiss the use of gaming by
children. Ward (2013) also highlights the benefit that gaming had on his relationship
with his own child. As paying an interest into his child’s gaming passion and
playing it together, has provided them with many shared stories and happy times.
Technology companies,
recognise the move towards gaming and technology as inevitable (Hudson, 2013). Sally
Plumridge claims that the world in which children now work in is much more
interactive and “bringing gaming into their lives really allows them to develop
those cognitive skills.” (cited in Hudson, 2013). Therefore teachers should accommodate
the new technologies that children enjoy engaging with to capture their
attention, so that they can learn in fun and exciting learning environments.
Ultimately, teachers
should care about digital literacy and childhood in the digital age as it is important
that children are taught in engaging and exciting ways. The use of blogs and gaming
are becoming more popular within the education setting and it is important that
teachers continue to harness these exciting stimuli to enthuse today’s digital
natives and support their development.
Hudson, A. (2013) ‘Angry
Birds game fires into the classroom’ BBC
News.
Turnbull, G. (2010) ‘The seven-year-old bloggers’ BBC News.
Ward, M. (2013) ‘Why Minecraft is more than just another
video game’ BBC News.
The article I read written by The Future Lab also shared the view that children put more effort in to work if they are passionate about it and if they feel that their cultural experiences (eg social networks and blogs) are recognised by teachers.
ReplyDeleteAs you have pointed out, technology companies recognise the popularity of games, I wonder whether this could be seen as exploitation of children, if looked at in relation to advertising? as the companies are obviously targeting children as consumers in order to make money.
ReplyDelete