By Rick Nigol
 Marc Prensky, author of Digital
Game-based Learning, delivered a keynote address at this summer's
Desire2Learn Users Conference titled "Engage Me or Enrage Me." He
talked about the great divide between digital natives (the kids who
have grown up in the digital age) and the digital immigrants (folks
like me who came of age well before the dawn of the digital world as
we know it). Prensky's thesis is that many kids are thoroughly bored
and uninterested in school because the nature of schooling has not
changed much in hundreds of years. The digital natives face the same
old rote memory approach to learning that we did. However, in their
lives outside the classroom they are using digital tools (e.g. WWW,
wireless text messaging, electronic games, MP3s, PDAs, high end
software) to be creators and active participants in activities, not
just passive receptors and regurgitators of information. Hence,
their rallying cry at school is "engage me or enrage me."
 Prensky (left) says that many very
bright and creative kids have to turn off their brains and slow down
when they go to school because they are not challenged in the ways
they are, for example, playing electronic games. And lest you think
that games are a waste of time, Prensky points to research that
shows that kids are developing many important cognitive skills in
analysis, pattern recognition, problem-solving and decision-making.
In short, they are learning. And they are learning in very fun and
engaging ways.
I think that many of the ills of education today
are very similar to the ills of the training field. Much training
today also mimics the old tell 'em and test 'em approach that is,
for the most part, mind-numbingly boring. This is true for much of
eLearning as well...we use new technologies to keep doing what we
have always be doing (presenting information and testing on it).
Prensky calls this "walking backward into the future."
We in the training field have much to learn from
the gaming industry. According to Prensky, games are engaging
because they are:
-
fun (giving us enjoyment and pleasure)
-
rule-based (giving us structure)
-
goal-based (giving us motivation)
-
interactive (allowing for
learning-by-doing)
-
problem-based (sparking our creativity)
-
outcomes-based with feedback (giving us
learning)
-
competition-based (giving us adrenaline)
-
story-based (giving us context)
I am not advocating a games-based approach to
eLearning merely so that learners can be entertained. The point is
always about realizing learning outcomes in the form of changed
behaviour. It's just that you are more likely to get there if your
learners are engaged in the learning.
Rick
Nigol is Co-Founder and Director
of Education for eLearn Campus.
Certificate in eLearning
Management:
In this self-paced online program you will:
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Professional Development Survey
We have had a great response to our professional
development survey; 46 responses and counting. We encourage
anyone who has yet to respond to do so. In next week's
Breakthrough Briefing, our Director of Research, Michael Grant, will
provide our readers with an analysis of the results and its
implications for eLearn Campus in 2007.
Here is a sampling of comments regarding what
people are looking for in eLearning PD:
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“directly applicable”
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“allow opportunities for follow-up
afterwards”
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“have participants showcase their eLearning
work”
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“interaction is key”
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“focus on authentic learning and real-world
applications”
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“allow discussion and learning opportunities
amongst user communities”
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“sharing experience with peers on regular
basis”
Thanks to those who have already responded to our
survey.
For those who have not responded to date, please
take a few minutes to let your views be known. This will help ensure
that we can meet your eLearning PD needs in the future.
All those who participate in this survey will be entered
into a draw to win a complimentary registration into our Making
The Right Choices course or a hour of consultation at no
charge.
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