It is undeniable that the world is changing. With technology we are seeing a shift in culture and need to embrace this change. Students are born into the world with technology at their fingertips. This access to technology has facilitated a shift in potential for learning. Prior to computers and cell phones, the most common technology was the colored TV. (pg. 40) This technology facilitated a one-way conversation with the person in the camera giving their perspective on the world. But with the Internet, the conversations have turned into a dynamic fluid collective discussion of citizens who are experts in a variety of fields.
In a New Culture of Learning various ways to interact with the Internet are explored. Many use the Internet to learn new information. One can simply Google, explore forums or read an expert's blog to gain knowledge. This new culture, the importance of play is reemphasized. "In a world of near-constant flux, play becomes a strategy for embracing change, rather than a way of growing out of it." (Pg 48) Game playing no longer is a childish activity but allows for problem solving, critical thinking, and creativity. Game players are able to think outside the box, design creative solutions. Gamers have this ability because they embrace the fluidity of the 21st Century via their gaming platforms.
Not only are we seeing a shift in how people learn, we are seeing a shift in how information is exchanged. No longer is the teacher instructing the student. But teachers engage with the students and facilitate jumping off points for students to conduct self-directed learning. For instance a teacher hosts a lesson on important historical figures in the world of science. Students are to use the coding animation program Scratch to present knowledge on their historical figure. Disguised as a simple historical lesson; students learn how to code, how to problem solve, facilitates creativity and imagination and develops a sense of community when interacting with the Scratch collective.
In a New Culture of Learning various ways to interact with the Internet are explored. Many use the Internet to learn new information. One can simply Google, explore forums or read an expert's blog to gain knowledge. This new culture, the importance of play is reemphasized. "In a world of near-constant flux, play becomes a strategy for embracing change, rather than a way of growing out of it." (Pg 48) Game playing no longer is a childish activity but allows for problem solving, critical thinking, and creativity. Game players are able to think outside the box, design creative solutions. Gamers have this ability because they embrace the fluidity of the 21st Century via their gaming platforms.
Not only are we seeing a shift in how people learn, we are seeing a shift in how information is exchanged. No longer is the teacher instructing the student. But teachers engage with the students and facilitate jumping off points for students to conduct self-directed learning. For instance a teacher hosts a lesson on important historical figures in the world of science. Students are to use the coding animation program Scratch to present knowledge on their historical figure. Disguised as a simple historical lesson; students learn how to code, how to problem solve, facilitates creativity and imagination and develops a sense of community when interacting with the Scratch collective.