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DIGITAL GAME-BASED
LEARNING
Copyright (c) 2000 Marc Prensky. Please reference
all excerpts, examples, quotations and ideas herefrom to Digital
Game-Based Learning, by Marc Prensky.
Chapter 2
The Games
Generations: How Learners Have Changed
I've never lived in a house without a computer.
-Michelle Reed, 25-year-old editor of this book
Electronic toys were my first playmates.
-David Bennehum, 33, in Extra Life
I'm from the PacMan generation. -a corporate
worker
How Learners Have Changed
I'm not so sure that we really have an appreciation
of what this has done to our children. -Dr. Ray Perez, Cognitive
Psychologist, Department of Defense
At the turn of the millennium, the median age of the
U.S. workforce is 39.[1] This means that half of all corporate employees
were born after 1961. The oldest of this group were 7 years old
when men landed on the moon; most were not even born. Most have
never used a rotary dial telephone, never known a time when music
wasn't totally portable or digital, never lived without hundreds
of thousands of video images a day, never known a world without
some kind of computer. (I will discuss older workers in Chapter
14.)
Sesame Street, the great television experiment
that changed the way children around the world grow up, celebrated
its thirtieth birthday in the year 2000, having begun broadcasting
in 1970. Close to fifty percent of corporate employees (yes, we're
talking about our colleagues, not our children) grew up with Sesame
Street as a daily part of their intellectual diet. That program,
as Malcolm Gladwell reminds us [2], "was based about a single breakthrough
insight: That if you can hold the attention of children, you can
educate them." Sesame Street held their attention as it taught
them, day after day, year after year. How? It entertained
them. It was fun. This connection between fun and learning has been
part of half of our workers' consciousness since their earliest
days.
Pong, the very first commercial video game,
appeared soon after Sesame Street, in 1974, just as the first
of these 50 percent of workers turned 13. One of them, David Bennehum-then
6-deeply remembers his first encounter with this new phenomenon,
which he describes in his book Extra Life:
Holding the knob, I watched as my electronic paddle followed
the movement of my hand. Bonk. I hit the luminescent ball.
Bonk. It came back. Bonk. Faster now. Bonk.
Too fast! It shot by. Several rounds later the game was over.
I could lose privately. No one to laugh or yell at me for missing.
I found another coin and played another game … this was bliss.
[3]
He was not alone. Millions of other kids were blissing
out too.
Space Invaders, the first true game "hit,"
followed soon thereafter (in 1978). So the oldest employees from
this 50 percent cohort-those that are now between 30 and 39-have
been able to play, and for the most part have been playing,
video games since their junior high school days. But the newest
employee hires, just out of high school or college, have never known
a world without video games. As older employees retire and are replaced
by younger workers, the next wave of employees will never have known
a world without the advanced gaming technologies of Sony
PlayStations and multiplayer games on the Internet.
Star Wars, the first of the great, fast, special-effects
films, premiered about the same time as Space Invaders, in
1977. The film series paralleled the initial growth of the gaming
industry, with the next two episodes following at three-year intervals.
The two are closely related, and this is not a coincidence, the
special effects generated for the movies being the same ones used
in the games. "Let's face it," writes J. C. Herz in her book Joystick
Nation, "[the $100 million special-effects extravaganzas] are
big screen video games anyway." [4] Soon after the George Lucas
Star Wars films came the Lucas video games. LucasArts, the
game producing part of Lucas' empire, produces constant revenue
and cash flow in between the big hits of the movies.
Sony's Walkman® made its debut in 1978. As of 2000,
over 300 million of them (counting clones) have been sold. [5]
MTV began broadcasting in 1981, introducing a new
style of fast-cut video that matched the speed of the games and
movies. Recent high school graduates and B.A. hires in the United
States have never known a world without it. Music videos
with over one hundred images a minute have been part of their entire
life.
The IBM PC was also introduced in 1981, bringing with
it a whole new level of gaming. "When the PC came out and you could
really start doing some thinking gaming, that's what hooked me,"
says Pete Goettner, 36, and now CEO of Digital Think. I wasn't doing
that when I was 12 but I was doing it when I was 18 and as more
product became available I got hooked on it." [6] One of the oldest
of this cohort, he's been playing computer games for half his life.
Need I go on?
With these and many other radical changes and innovations
in technology almost too numerous to mention (add the pocket calculator,
the Atari, the Apple II, the VCR, the Handicamâ, the compact disc
and Diskmanâ, the wireless telephone, the Internet, the MP3 player,
etc), young people's growing-up experiences and recreational interests
in the last third of the twentieth century shifted radically. Today's
schoolchildren, elementary through college, travel with their own
personal Game Boys, Handicams, cell phones, portable CD and MP3
players, pagers, laptops and Internet connections, most of which
are within their own personal budgets.
Each day the average teenager in America watches over
3 hours of television,[7] is on the Internet one-half hour,[8] and
plays 1½ hours of video games.[9] By the time these people enter
our companies as workers, we can conservatively estimate that they
would have watched over twenty thousand hours of television, [10]
played over ten thousand hours of videogames, [11] seen hundreds
of movies in theaters and on videotape, and been exposed to over
four hundred thousand television commercials, [12] adding up to
tens of millions of images. They've almost certainly read fewer
books than their parents, but even if they were the most voracious
of readers, they would not have spent more than three to four thousand
hours at it. [13]
Since their earliest years, the workers now coming
in to our companies have solved daily mysteries (Blues Clues,
Sherlock Holmes); built and run cities (Sim City), theme
parks, (Roller Coaster Tycoon), and businesses (Zillionaire,
CEO, Risky Business, Start-up); built civilizations from the
ground up (Civilization, Age of Empires); piloted countless
airplanes, helicopters, and tanks (Microsoft's Flight Simulator,
Apache, Abrams M-1); fought close hand-to-hand combat (Doom,
Quake, Unreal Tournament); and conducted strategic warfare (Warcraft,
Command and Conquer)-not once or twice, but over and over and
over again, for countless hours, weeks and months, until they were
really good at it.
And, of course, there's the Internet. The Internet
and email have been an integral part of the lives of many if not
most of our newest hires for at least six years, the entire life
of the World Wide Web. Instant messaging has already been with them
for a year or two, and for each succeeding class of incoming hires,
this time will have been longer.
None of this stuff is "technology" for them. As Alan
Kay reminds us, "technology is only technology if it was invented
after you were born." [14] This is their world, just as much as
cars or the telephone was the world of their parents. As Don Tapscott
points out in Growing Up Digital, [15] "Today's kids are
so bathed in bits that they think it's all part of the natural landscape."
So, half our current workers, and all
our future workers (excluding the temporary effect of retirees re-entering
our hot labor market) were raised with a very different set-a digital
set-of key formative experiences. Their environment surrounded and
literally "bathed" them in digital media. The members of this generation
were assaulted continuously, during almost every waking hour, by
multiple new forms of technological stimulation, from MTV to fast
action films to the Internet, which was totally absent from previous
generations. Anyone born in the United States after 1961 almost
certainly grew up with digital games in their life, either at home
or at a mall or movie theater.
And these experiences have produced major,
although largely undocumented and understudied, effects on these
people. As a result of growing up surrounded by this incredible
array of new technologies, the under-40 generation's minds have
literally been altered. "Rewired" is the popular term often
used by many whose frame of reference is technology.
"Kids for the most part are raised on media where
everything is so vivid, graphical, fast, and intense," says cognitive
psychologist Ray Perez. "I'm not so sure that we really have an
appreciation of what this has done to our children."[16] J. C. Herz's
wonderfully written history of video games, Joystick Nation,
has as its subtitle How Videogames Ate Our Quarters, Won Our
Hearts, and Rewired Our Minds. [17] As we shall see, this phraseology
is not very far-fetched.
The "mind alterations" or "cognitive changes" caused
by the new digital technologies and media have led to a variety
of new needs and preferences on the part of the younger generation,
particularly-although by no means exclusively-in the area of learning.
Don Tapscott's research shows that these people are "learning, playing,
communicating, working and creating communities very differently
than their parents." [18] The result is a huge discontinuity, never
before experienced in the history of the world.
Marshall McLuhan, who died in 1980 and never lived
to see the Internet, nevertheless understood this discontinuity
very well. In War and Peace in the Global Village he writes
of the "pain and misery that result from a new technology."[19]
This pain, he explains, is experienced by only two groups-those
totally from the old technology, and those stuck in the middle-not
by those who grow up with it. The "older technology" people (he
designates people who grew up in a world dominated by print as this
group) operate very much like blind people who for some reason regain
their sight. "How they shrink, at first from the welter of additional
stimulation, longing at times to return to the relative seclusion
of their former world." [20] How often have people from today's
older generation expressed this feeling of being overwhelmed?
The second group experiencing difficulty are those
stuck in the middle-today's "Generation X." Having grown up with
each foot in a different technological world, they are often extremely
disoriented and depressed, as Copeland portrayed in his book. The
last group though, those that grew up with the technology-the
later genXers, genYers and beyond-are totally comfortable with it,
not knowing any other way, and are excited by its possibilities.
The explanation for why those from the older, print-oriented generation
don't "get it" is obvious to McLuhan: "The information environment
and the effects created by the computer are as inaccessible to literate
vision as the external world is to the blind."[21] The psychic and
social impact of new technologies and their resulting environment
reverses the characteristic psychic and social consequences of the
old technology and its environment. In fact, he says, "Every new
technology necessitates a new war."[22]
Don't believe me? Check out your kids.
But Do They Really Think
Differently?
Different kinds of experiences lead to different
brain structures. -Dr. Bruce D. Berry, Baylor College of Medicine
Baby Boomers, who include the vast majority of today's
trainers and teachers, grew up with the clear understanding that
the human brain doesn't physically change based on stimulation it
receives from the outside, especially after the age of 3. "Ever
since the 1950s one of the great themes in neuroscience had been
that neurons in the cortex matured during a critical period in the
first few years of life, and that the brain's organization did not
change much after that," says neurobiologist Michael Merzenich of
the University of California-San Francisco.[23] But it now turns
out that that view is, in fact, incorrect.
Based on the latest scientific research and evidence
in neurology, there is no longer any question that stimulation of
various kinds actually changes brain structures and affects the
way people think, and that these transformations go on throughout
life. The brain is, to an extent not at all understood or believed
to be when Baby Boomers were growing up, massively plastic.
It can be, and is, constantly reorganized. (Although the popular
term rewired is somewhat misleading, the overall idea is
right-the brain changes and organizes itself differently based on
the inputs it receives.) The old idea that we have a fixed number
of brain cells that die off one by one has been replaced by research
showing that our supply of brain cells is replenished constantly.
[24] The brain constantly reorganizes itself all our child
and adult lives, a phenomenon technically known as neuroplasticity.
According to Paula Tallal, co-director of the Center for Molecular
and Behavioral Neuroscience at Rutgers University, "you create your
brain from the input you get."[25]
"It is clear that the brain is far from immutable,"
[26] writes Dr. Marion Diamond of the University of California and
one of the early pioneers in this field of neurological research.
She and her team found that rat pups in "enriched" environments
showed brain changes compared with those in "impoverished" environments
after as little as two weeks. Sensory areas of their brains were
thicker, other layers heavier. Changes showed consistent overall
growth, leading to the conclusion that the brain maintains its
plasticity for life. [27] G. Reid Lyon, a neuropsychologist
who directs reading research funded by the National Institutes of
Health, concurs. "The brain is malleable and continues to be plastic
to and responsive to the environment to a greater degree than people
have thought in the past," he says. "This is pretty promising information."
[28]
In addition to Dr. Diamond's rats, other experiments
leading to similar conclusions include the following:
· In a study done on ferrets, brains were actually physically
rewired, with inputs from the eyes switched to where the hearing
nerves went and vice versa. The brain changed to accommodate the
new inputs. [29]
· Imaging experiments done on blind adults showed that when they
learned Braille, "visual" areas of their brains lit up. Deaf people
use their auditory cortex to read signs. [30]
· When researchers scanned the brains of people who were tapping
their fingers in a complicated sequence that they had practiced
for weeks, a larger area of motor cortex became activated then
when they performed sequences they hadn't practiced. [31]
· Japanese subjects were trained to "reprogram" their circuitry
for distinguishing "ra" from "la," a skill they "forget" soon
after birth because their language doesn't require it. [32]
· Dr. Jay Hirsch and Dr. Karl Kim found that an additional language
learned later in life goes into a different place in the brain
than the language or languages learned as children. [33]
· Carefully designed intensive reading instruction experiments
with students aged 10 and up appeared to create lasting chemical
changes in key areas of the subjects' brains. [34]
· Harvard neurobiologist Mark Jude Tramano found that a comparison
of musicians versus nonplayers using magnetic resonance imaging
showed a 5 percent greater volume in the musicians' cerebellums,
ascribed to adaptations in the brain's structure resulting from
intensive musical training and practice. [35]
Brain plasticity research is being conducted by a
large community of scientists. And we are only at the very beginning
of understanding the implications of and applying this work. "Ultimately,
says Dr. Merzenich, a founder along with Dr. Tallal of the education
company Scientific Learning, this strategy will lead to neuroscience-based
education." [36] Scientific Learning has created products that seek,
based on brain research, to "reprogram" the brains of children with
certain types of reading difficulties, with impressive results (see
Chapter 7).
As if the news on brain plasticity from the neurologists
and neurobiologists were not enough, there is evidence from social
psychology as well. Western philosophers and psychologists have
long taken it for granted that the same basic processes underlie
all human thought. Although cultural differences might dictate what
people think about, the strategies and processes
of thought, which include logical reasoning and a desire to understand
situations and events in linear terms of cause and effect, are the
same for everyone. However this, too, appears to be wrong.
Research by many social psychologists-including work
by Alexandr Luria [37] in the Soviet Union, who showed that collectivized
versus noncollectivized peasants used different kinds of logic,
and work by Dr. Richard Nisbett of the University of Michigan, who
compared European Americans and East Asians [38]-shows that people
who grow up in different cultures do not just think about different
things, they actually think differently. The environment
and culture in which people are raised affects and even determines
many of their thought processes.
"We used to think that everybody uses categories
in the same way, that logic plays the same kind of role for everyone
in the understanding of everyday life, that memory, perception,
rule application and so on are the same," says Dr. Nisbett. "But
we're now arguing that cognitive processes themselves are just far
more malleable than mainstream psychology assumed." [39]
So, people who undergo different inputs from the media
and culture that surround them can, and do, think differently. However
a person's thinking patterns do not just change overnight.
A key finding of brain plasticity research is that brains do not
reorganize casually, easily, or arbitrarily. "Brain reorganization
takes place only when the animal pays attention to the sensory input
and to the task," writes John Bruer in The Myth of the First
Three Years. [40] "It requires very hard work," says Lyon. [41]
Scientific Learning's Fast ForWard program requires students to
spend 100 minutes a day, 5 days a week, for 5 to 10 weeks to create
desired changes, because "it takes sharply focused attention to
rewire a brain." [42]
Several hours a day, five days a week, sharply focused
attention-does that remind you of anything? Oh, yes-video games!
That is exactly what children have been doing ever since Pong
arrived in 1974. They have been adjusting or programming their brains
to the speed, interactivity, and other factors in the games, much
as boomers' brains were programmed to accommodate television. This
may not, in fact, be even the second time this "brain reprogramming"
has happened. Some scientists suggest at least two other major "brain
programmings" in human history-one dealing with the need to deal
with radical change [43] and the other to deal with the invention
of written language and reading [44] where the brain had to be retrained
to deal with things in a highly linear way. "Reading does not just
happen," says University of California-Davis neurology expert Kathleen
Baynes. "It is a terrible struggle."[45] Neuroscientist Michael
S. Gazzaniga at Dartmouth adds: "reading is an invention that is
going to have a different neurology to it than the things that are
built into our brain, like spoken language." [46] In fact, one of
the main focuses of traditional school for the hundreds of years
since reading became a mass phenomenon has been retraining our speech-oriented
brains to be able to do reading. Again, the training involves several
hours a day, five days a week, and sharply focused attention.
So here is the interesting and important part of the
problem. Just when we've figured out (more or less) how to retrain
brains for reading, they were retrained again by television. Now
things have changed yet again, and our children are out furiously
retraining their brains to think in newer ways, many of which, as
we shall observe, are antithetical to older ways of thinking. This
is one of the key tensions at the root of many of today's training
and education problems.
"Linear thought processes that dominate educational
systems now can actually retard learning for brains developed through
game and Web-surfing processes on the computer," says Peter Moore,
editor of the human resources newsletter Inferential Focus.
[47] This may help explain the attitude of the high school student
who complains that "every time I go to school I have to 'power down.'"
According to William D. Winn, the director of the
Learning Center at the University of Washington's Human Interface
Technology Laboratory, children raised with the computer "think
differently from the rest of us. They develop hypertext minds. They
leap around. It's as though their cognitive structures were parallel,
not sequential." [48]
Moore reports that teenagers use different parts of
their brain and think in different ways than adults when at the
computer. We know now that it actually goes further. Their brains
are actually physiologically different. But these differences,
most observers agree, are less a matter of kind than a difference
of degree. For example as a result of repeated experiences, particular
brain areas are larger and more highly developed, and others are
less so.
Patricia Marks Greenfield, professor of psychology
at the University of California-Los Angeles, has been a long-time
student of the effects of media on socialization and cognitive development.
Greenfield reports that she became interested in this field when
she realized that her son, then about 11, was developing thinking
skills through playing video games that she didn't have. Greenfield
has studied and published extensively on the effects of video games
on players' minds. She was one of the first to study this area,
publishing her first book on the subject, Mind and Media,[49]
in 1984. Many of her original ideas are just now finding wider acceptance.
Greenfield has found that skills developed as a result
of playing video games go far beyond the hand-eye coordination skills
most often cited. "Videogames are the first example of a computer
technology that is having a socializing effect on the next generation
on a mass scale, and even on a worldwide basis," she wrote in 1984.
"What is the person like who has been socialized by the technologies
of television and video games? So far it appears that he or she
may have more developed skills in iconic representation than the
person entirely socialized by the older media of print and radio.
The videogame and computer, in adding an interactive dimension to
television, may also be creating people with special skills in discovering
rules and patterns by and active and interactive process of trial
and error." [50]
Among Greenfield's findings are the following:
· Playing video games augments skill in reading visual images
as representations of three-dimensional space (representational
competence). This is a combination of several competencies, including
partnering with the computer in the construction of the representation,
using the joystick (or other controller) as a "distanced" representational
tool, working in real-time, multidimensional visual-spatial skills,
and mental maps.
· Skill in computer games enhances, and is a causal factor in,
other thinking skills such as the skill of mental paper folding
(i.e. picturing the results of various origami-like folds in your
mind without actually doing them.). What is important, she finds,
is this is a cumulative skill-there is no effect on mental
paper folding from playing the game for only a few hours. These
effects were found in other studies as well.
· Because no one tells you the rules in advance, video games
enhance the skills of "rule discovery" through observation, trial
and error, and hypothesis testing. In Greenfield's words, "the
process of making observations, formulating hypotheses and figuring
out the rules governing the behavior of a dynamic representation
is basically the cognitive process of inductive discovery
… the thought process behind scientific thinking." Computer games,
she finds, require this skill.
· Video game skills transfer to and lead to greater comprehension
of scientific simulations, due to increased ability to decode
the iconic representation of computer graphics.
· Playing video games enhances players' skills at "divided attention"
tasks, such as monitoring multiple locations simultaneously, by
helping them appropriately adjust their "strategies of attentional
deployment." Players get faster at responding to both expected
and unexpected stimuli.
"Are these technologies in the process of creating
a new person?" she asks. Her answer is that the cognitive skills
are not new, but the particular combination may well be. That observation
was made in 1984. Since that time, Greenfield's subsequent research
has confirmed and enhanced her earlier findings.[51] It is clear
that we now have a new generation with a very different mix of cognitive
skills than its predecessors-the Games Generation.
Digital Media: A Second
Language
Many people have referred to young people's facility
with computers as a second language, one that their elders do not
speak, or at least not as well as the young people do. "For adults
computer skills are a tool, but for teenagers using computers has
become a second language," writes Moore. It is an apt metaphor.
Citing the experiments of Doctors Hirsh and Kim, mentioned above,
Moore suggests that "teenage facility with the computer, like language
facility acquired in infancy, may well emerge from a part of the
brain that adults do not use while doing the same computer operations."
[52]
McLuhan also refers to these facilities in terms of
language: "To educate the 'turned-on' teenager in the old mechanical
style is like asking a three-year-old who has just learned English
to talk pidgin-English or to use a heavy Scottish brogue. These
things are not in his environment and therefore not cognizable."
[53]
The Games Generations-others use the terms N-[for
Net]-gen or D-for digital]-gen-are native
speakers of the digital language of computers, video games and
the Internet. Those of us who were not born into this world
but have, at some later point in our lives, become fascinated by
and adopted many or most aspects of the new technology are, and
will always be, compared to them, "digital immigrants." (I am indebted
to Sylvia Kowal of Nortel for sparking these ideas.) [54] And like
all immigrants, as we learn-some better than others-to adapt to
our new environment, we always retain, to some degree, our "accent,"
that is, our foot in the past. The digital immigrant accent can
be seen in such things as turning to the Internet for information
second rather than first, or in reading the manual for a program
rather than assuming that the program itself will teach us to use
it. We older folk have not been "socialized," to use Greenfield's
term, in the same way as our children. Remember, a language learned
later in life goes into a different part of the brain.
Contest 1: What are other good examples of the
"digital immigrant accent?" Email your entries to www.twitchspeed.com
. The winner each quarter will receive something related to Digital
Game-Based Learning and a mention on the site!
Different from TV: Manipulating
Versus Watching
As I mentioned earlier, television performed some
"mind programming" of its own on the Baby Boomer generation and
beyond. But to understand today's Games Generation learners it is
key for us to distinguish and separate those mind changes that come
from television from the mind changes of the next generations, influenced
as well by interactive technologies such as video and computer
games and the Internet. The key difference is that the Games Generations
are active participants rather than passive observers. Greenfield
calls video games "the first medium to combine visual dynamism with
an active, participatory role for the child." [55] "They want to
be users, not just viewers or listeners," reports Tapscott. [56]
Janet Murray refers to this as "agency;" "the satisfying power to
take meaningful action and see the results of our decisions and
choices." [57]
While the difference between watching and participating
is very important, it is, of course, not an either/or proposition.
As anyone can observe, many people, children and adults, both play
video games and watch television. Even game designers concede this,
with some regret. "I don't believe that interactive entertainment
will dominate other forms of entertainment this coming century,"
says Scott Miller of Apogee "I think, for the most part, people
prefer passive entertainment, like TV, watching sports, and attending
movies, where you can veg out and just enjoy what's in front of
you. But there's little doubt that digital gaming will continue
to grow." [58] Adds Brett Sperry of Westwood Studios: "We will always
have books, movies, magazines, and television. Passive forms of
entertainment are here to stay. However, we will see an incredible
array of new interactive options, delivered in a few different ways.
Everything you do now for entertainment purposes will become interactive
in some way." [59] Although they use both active and passive media,
Games Generation members often prefer video games and the
Internet to television because of their interactivity. A 9-year-old
girl commented to Greenfield, "in TV, if you want to make someone
die, you can't. In PacMan if you want to run into a ghost you can."
[60]
The point is that although both forms of entertainment
will continue to coexist, the Games Generation now lives much more
in an interactive world-with the emphasis on the "active."
So when trainers or teachers from the Baby Boomer generation bring
in passive video, in any way, shape, or form-as they love to do-they
many think they are doing their learners a favor. But what today's
learners crave is interactivity-the rest basically bores
them to death.
So What About Attention
Spans?
When I present the idea at training conferences that
the interactive media-influenced Games Generations "think differently,"
I get a lot of "pushback" (training jargon for disagreement.) The
reaction I have heard many times, often with a great deal of anger,
is "you're just talking about traditional Myers-Briggs distinctions"
(Myers and Briggs created a widely used test of thinking styles).
About the only consensus I hear is that younger employees are generally
rude and that their attention spans are shorter. In fact "the attention
span of a gnat" has become such a common cliché that it just rolls
off the tongue. But is this really true? Is it that they can't
pay attention or that they don't?
]"I don't buy that these kids have short attention
spans," says Dr. Edit Harel, author of the book Children Designers
and founder of MaMaMedia. "They think in different ways than adults.
Sometimes they are multitasking. Other times they can get into something
and spend many hours on it if it makes sense to them."[61] "I always
believed that kids didn't have short attention spans," says Todd
Kessler, Nickelodeon producer of Blues Clues. [62]
Older-generation folks often watch younger employees
lose patience and tune out to traditional training. Management and
trainers may conclude that their attention spans must be short,
but it just isn't true. I contend that the people who hold these
short attention span views have not been watching or listening to
younger people closely enough. In the words of Edward Westhead,
a former biochemistry professor at the University of Massachusetts
at Amherst,, "Sure they have short attention spans-for the old ways
of learning." [63] Their attention spans are not short for games,
for example, or for music, or for rollerblading, or for spending
time on the Internet, or anything else that actually interests them.
Traditional training and schooling just doesn't engage them. It
isn't that they can't pay attention, they just choose not to.
Concerning attention spans, there are two relative
newcomers to the medical lexicon, widely discussed in the last decade
or so: attention deficit disorder (ADD) and its sister, attention
deficit hyperactivity disorder (ADHD). (The whole thing used
to be known as hyperactivity.) This so-called disease is
diagnosed in an enormous number of children, who are often treated
with Ritalin and other drugs. Dr. F. Xavier Castellanos, who heads
the attention deficit hyperactivity research unit at the National
Institutes of Health, says: "Everyone knows people with attention
deficit who can concentrate well enough to play computer games for
hours."[64] Some researchers say ADD comes from an inability of
a person's brain to produce extended beta, as opposed to theta,
waves. [65] Determining whether a child's attention deficit is a
result of illness or of boredom is not always easy, and we don't
always get it right. But even when we do, interestingly enough,
it is video games-the holders of even these children's attention-that
are increasingly used to retrain children's brains and help them
concentrate, as we shall see in Chapter 7.
In his book The Tipping Point, [66] Malcolm
Gladwell cites research done for Sesame Street that revealed
that children do not actually watch television continuously, but
"in bursts." They tune in just enough to get the gist and be sure
it makes sense. The assumption before the research involving sophisticated
eye measurements was that children sit there like zombies, attracted
by all the "eye candy"-the glitz and glitter of the medium. But
that was not what they found. "The idea [was] that kids would sit,
stare at the screen and zone out," said Elizabeth Lorch, a psychologist
at Amherst College. "But once we began to look carefully at what
children were doing we found out that short looks were actually
more common. There was much more variation. Children didn't just
sit and stare. They could divide their attention between a couple
of different activities. And they weren't being random. There were
predictable influences on what made them look at the screen, and
these were not just trivial things, not just flash and dash." [67]
In one key experiment, half the children were shown
the program in a room filled with toys. As expected, the group with
toys was distracted and watched the show only about 47 percent of
the time as opposed to 87 percent in the group without toys. But
when the children were tested for how much of the show they remembered
and understood, the scores were exactly the same. "We were led to
the conclusion that the 5-year-olds in the toys group were attending
quite strategically, distributing their attention between toy play
and viewing so that they looked at what was for them the most informative
part of the program. The strategy was so effective that the children
could gain no more from increased attention." In another experiment,
sequences were presented out of order, and the children lost interest,
despite the same flash and characters. [68]
This ability to choose selectively what counts for
us and to learn through distraction is perhaps not a new phenomenon,
but is vitally important in an age of bombardment by digital media.
It is the phenomenon that will later be observed in children doing
their homework with television, working listening to music, and
is a key, as we shall see, to improving and speeding up learning
and training
Reflection: The Disappearing
Skill?
Maybe, just maybe, I have begun to convince you that
many of those new skills and ways of thinking that the Games Generation
learned growing up are different, and even that many of them are
positive. But what about all the criticisms that we constantly hear
from teachers about problems with reading and thinking? What, if
anything, has been lost in the "programming" process? This is certainly
an area of great importance to us as trainers, teachers, and educators.
As I read and spoke to people during the research
for this book, one key word began to come up over and over again-reflection.
Reflection is what enables us, according to many theorists, to generalize,
as we create "mental models" from our experience. It is, in many
ways, the process of "learning from experience." The ability
to stop and reflect is what distinguishes reading a book-where one
can pause and think whenever one chooses-from a twitch-speed video
game, or an Internet-speed business, for that matter, where if you
stop, you die. In our twitch-speed world, there is less and less
time and opportunity for reflection, and this development concerns
many people.
Says J. C. Herz: "I think that attention spans are
shorter in large part because the culture is much less formal than
it was, and the idea of sitting down and concentrating is ultimately
a spiritual issue among other things, as much as it is a psychological
issue. And if you live in a consumerist society where it's about
grabbing something new, or acquiring another object, or just being
able to toss references back and forth, contemplation is not really
valued or valuable in that space-it doesn't do anything for you.
Although of course we actually need it to actually ground ourselves.
Which is what's ignored." [69]
Clifford Stoll, a self-appointed contrarian from whom
we shall hear much more in Chapter 14, thinks that learning games
"substitute quick answers and fast action for reflection and critical
thinking." [70] Jane M. Healy writes that "fast paced, nonlinguistic
and visually distracting television may literally have changed children's
minds, making sustained attention to verbal input, such as reading
or listening, far less appealing than faster paced, visual stimuli."[71]
One of the most interesting challenges and opportunities
in Digital Game-Based Learning is to figure out and invent ways
to include reflection and critical thinking (either built
into the game or through a process of instructor-led debriefing)
with the learning and still make it a fun game. There are
many genres of games that already allow for this (think of chess.)
It is something that many users of simulation games, such as the
military, have been doing for a while. Some of the Digital Game-Based
Learning examples that I will discuss in Chapters 9 and 10 have
taken interesting steps in the direction of building reflection
and critical thinking into the software. But we can and must do
more in this area.
Ten Ways the Games Generation
Is Different
Exactly how is the Games Generation, who grew
up in the last quarter of the twentieth century, different from
other generations? Here's one example. Growing up on twitch-speed
video games, MTV (more than 100 images a minute), and the ultrafast
speed of action films, the Games Generation's minds have been programmed
to adapt to greater speed and thrive on it. Yet when they go to
school or go to work, educators and trainers typically give them
all the "nontwitch" features of the past: "tell-test" education,
boring corporate classrooms, poor speakers lecturing at them, talking-head
corporate videos, and, lately, endless "click and fall asleep" courses
on the Internet. Speedwise, we effectively give them depressants,
and then we wonder why they're bored! This is no doubt a big part
of what the student means when he complains about having to "power
down" at school.
Below are ten of the main cognitive style changes
that I have observed in the Games Generation, all of which raise
a number of important and difficult challenges for education, training,
and business in general:
1. Twitch speed vs. conventional speed
2. Parallel processing vs. linear processing
3. Random access vs. step-by-step
4. Graphics first vs. text first
5. Connected vs. standalone
6. Active vs. passive
7. Play vs. work
8. Payoff vs. patience
9. Fantasy vs. reality
10. Technology-as-friend vs. technology-as-foe
Let's examine each of these in turn to see why the
change represents a break from the past, and what it implies in
terms of new learning needs.
Twitch Speed vs. Conventional
Speed
The Games Generation has had far more experience at
processing information quickly than its predecessors and is therefore
better at it. Scrolling rapidly through a huge genetic database
for matches to a gene he believes is involved in diabetes, Dr. Gary
Ruvkun, a thirty-ish medical researcher, comments "You learn how
to read these as they are ratcheting by. I think MTV is good training."
[72] Of course, humans have always been capable of operating at
faster-than-"normal" speeds, as airplane pilots, racecar drivers,
and speed-reading guru Evelyn Wood can attest. The difference is
that this ability has now moved into a generation at large and at
an early age, as Professor Greenfield noted early on. A big problem
the generation faces is that, after MTV and video games, they essentially
hit a brick wall (short of piloting a jet, little in real life moves
that fast)-hence the "depressants." In the workplace, we see the
Games Generation's need for speed manifesting itself in a number
of ways, including a demand for a faster pace of development, less
"time-in-grade" before promotions, and shorter lead times to success.
An important challenge for today's business managers
is how to speed up their assumptions around how quickly things can
be done, while still keeping sight of other key objectives, such
as quality and customer relationships. They need to create training
and other experiences that maintain the pace and exploit the facility
of twitch speed while adding content that is important and useful.
Digital Game-Based Learning is one of the ways they can do this.
Parallel Processing vs. Linear
Processing
The mind can actually process many tracks at once.
Much of the Games Generation grew up doing homework while watching
television and doing almost everything while wearing a Walkman.
They often feel much more comfortable than their predecessors when
doing more than one thing at the same time. Although some argue
that parallel processing limits attention to any one task, this
is not necessarily the case-the mind typically has quite a bit of
"idle time" from its primary task that can be used to handle other
things. "There is no question that people can learn to do quite
a bit of parallel processing in certain job situations, such as
a lot of military jobs," says Dr. Susan Chipman, a researcher at
the Office of Naval Research. Whether parallel processing is what
is going on when one focuses on homework, televisions and Walkmen®
all at the same time still, she thinks, needs to be proved: "One
would have to do experimental testing to determine that." [73] Nonetheless,
today it is common to see young computer artists creating complex
graphics while listening to music and chatting with co-workers,
young businesspeople having multiple conversations on the phone
while reading their computer screens and email, and securities traders
managing multiple screens of information simultaneously. Professor
Greenfield cites parallel processing as a "cognitive requirement
of skillful video game playing." [74]
In fact, as we saw previously, non-parallel thought
processes may actually retard learning for brains developed
through computer games and Web-surfing .[75]
This growth of parallel-processing ability appears
to have been acknowledged by Michael Bloomberg in creating his Bloomberg
TV News, in which the anchorperson takes up only one-quarter
of the television screen, the remainder being filled with sports
statistics, weather information, stock quotes, and headlines, all
presented simultaneously. It is quite possible, and even fun, for
a viewer to take in all of this information and receive much more
"news" in the same amount of time. "
Does this mean we are taking in more but at a lower
depth?" ask some. Maybe. But it's a fact of life that this is how
information is presented and received and we have to find new ways
to get depth. This may be one reason why more and more people get
their news from the Web. More depth, if and when you want it, is
only a click away.
Managers, trainers, and educators need to be thinking
of additional ways to enhance parallel processing for the Games
Generation to take advantage of this now more highly enhanced human
capability. We can, whether in training or elsewhere, feed them
much more information at once than has been done in the past. Watch
any of them surf the Net-they'll have dozens of windows open simultaneously.
Having all the information needed to do their job at their fingertips-numbers,
video feeds, links, simultaneous meetings, and the ability to move
seamlessly between them-is the Games Generation worker's nirvana.
Random Access vs. Step-by-Step
The Games Generation is the first to experience hypertext
and "clicking around," in edutainment, in CD-ROMs, and on the Web.
The result is the "hypertext minds leaping around" that William
Winn speaks of [76]. Tapscott reports that the N-gen child takes
in and outputs information differently. It typically comes from
multiple sources and occurs in a less sequential manner. [77] This
new, less sequential information structure has increased the Games
Generation's awareness and ability to make connections, has freed
them from the constraint of a single path of thought. In many ways
it is an extremely positive development.
At the same time, some argue, with justification,
that unbridled hyperlinking may make it more difficult for these
workers to follow a linear train of thought and to do some types
of deep or logical thinking. "Why should I read something from beginning
to end, or follow someone else's logic, when I can just 'explore
the links' and create my own?" they might, and do, say. Although
following one's own path often leads to interesting results, understanding
someone else's logic is also very important. A difficult challenge
is how to create experiences that allow us to link anywhere and
experience things in any order yet still communicate sequential
ideas and logical thinking.
Yet what has been lost in linearity may have been
made up for by a greater ability to perceive, and think in, structure
and patterns. Says Marshall McLuhan: "Our electronically configured
world has led us to move from the habit of data classification to
the mode of pattern recognition. We can no longer build serially,
block-by-block, step-by-step, because instant communication insures
that all factors of the environment and of experience coexist in
a state of active interplay." [78] At least one young person interviewed
reports that because of his experiences with today's technology
he thinks in terms of structures and sees conceptual structures
very quickly. [79]
Graphics First vs. Text First
In previous generations, graphics were generally illustrations,
accompanying the text and providing some kind of elucidation. For
today's Games Generation, the relationship is almost completely
reversed: The role of text is to elucidate something that was first
experienced as an image. Since childhood, these people have been
continuously exposed to television, videos, and computer games that
put high-quality, highly expressive graphics in front of them with
little or no accompanying text.
The result has been to acutely sharpen their visual
sensitivity. They find it much more natural than their predecessors
to begin with visuals, and to mix text and graphics in a richly
meaningful way. A well-known exploiter of this capability is Wired
magazine, whose intensive use of graphics makes it highly appealing
to Games Generation readers yet difficult for many older folks to
digest. "Why can't they just give us the plain text?" is a complaint
I heard often from colleagues, particularly at the magazine's inception.
Professor Greenfield has documented these increases
in representational skill and iconic understanding, citing a worldwide
rise of "performance" or "nonverbal" IQ, which she terms visual
intelligence.[80] Technology, and particularly video games,
figures importantly in her explanation for this phenomenon. It is
linked to other changes we are discussing as well, since, in her
words, "pictorial images, in general, tend to elicit parallel processing."
This shift toward graphic primacy in the younger generation
does raise some extremely thorny issues, particularly with regard
to textual literacy and depth of information. The challenge is to
design ways to use this shift to enhance comprehension, while still
maintaining the same or even greater richness of information in
the new visual context. Computer and video games designers are specialists
in this area, which is a great advantage of Digital Game-Based Learning.
Another potential opportunity to use this heightened
visual perception is to speed up learning by allowing the user to
take in a great deal of information at once. Already, as we have
seen, makers of MTV-style videos often include hundreds of images
a minute, showing each image for a few tenths of a second. But a
few thousandths of a second is all it actually takes for
an image to register. In an experiment at Massachusetts General
Hospital (MGH), Paul Whelan, Dr Scott Rauch, and co-workers found
that humans could perceive images that activate their fear circuitry
without even being aware of it. The MGH researchers used an approach
known as masking; they showed subjects in an magnetic-resonance
imaging (MRI) machine photographs of fearful faces for a mere 33
milliseconds, followed by a longer, masking exposure to expressionless
faces for 167 milliseconds. The subjects had no conscious memory
of seeing the fearful faces, yet their brains unequivocally did;
the amygdala lighted up even during the brief flash of a fearful
face but not during the similarly brief exposure of a happy face.
Whelan feels this super-quick exposure isa "very fast and preferential
way" to get information. [81]
Connected vs. Standalone
The Games Generation has been raised with, and become
accustomed to, the worldwide connectedness of email, broadcast messages,
bulletin boards, usegroups, chat, multiplayer games, and instant
messaging. Although the previous generation was linked by the telephone,
that system is basically synchronous and expensive. The Games Generation's
connectedness is both synchronous and asynchronous-anytime, anywhere,
at almost no cost. The asynchronous part-email, newsgroups, bulletin
boards-is now their preferred means of communication in many cases.
The synchronous part-multiplayer games, instant messaging, voice
telephony-use of which is now increasing because of bandwidth, is
different because cost is no longer a factor. People can be contacted,
spoken to and played with-somewhere in the world-24 hours a day.
Some argue that this leads to "depersonalization,"
because people meet, chat, play, and even work on the Web without
ever seeing one another or knowing the other people's names or genders.
But people who do this often find it enormously liberating and fun
to be freed of all the effects of "lookism" (a term discussed by
William Safire in his New York Times column "On Language" [82] )
and other prejudices. Clark Aldrich of Gartner Group cites the situation
of Star Trek fans banding together on the Web to createnew
types of spaceships for the game Starfleet Command in order
to get around a licensing agreement between the maker of the game
and Paramount which limited the number of ship types in the game.
Teams self-organized over the Internet and created all the necessary
parts: wireframe models, outside "skins," specifications and armaments,
and even the stories around these ships, without ever meeting in
person at all. Says Aldrich, "people say classrooms are great because
people can see each other. That's sort of a characteristic of our
[i.e. the older] generation but not the next one, who are very comfortable
working with people they've never met, frankly never even knowing
how old they are, not knowing or caring about their background,
just nothing. Its simply what can you produce, and if you're not
producing something good than I'll move on to the next person."
[83] It's a different world, and you'd better get used to it.
As a result of their "connected" experience, Games
Generation people tend to think differently about how to get information
and solve problems. For example, if I need a question answered,
I'll typically call the three or four people I think might know.
It might take me time to get to them, and take them a while to get
back to me. When my 32-year-old programmer wants to know something,
he immediately posts his question to a bulletin board, where three
or four thousand people might see it, and he'll probably have a
much richer more quickly than I would get via the phone. It took
me a while to get used to using the Net for research, but the quantity
and variety of material I found available was staggering. The Games
Generation takes this availability for granted-just as I took the
Forty-Second Street street library for granted growing up in New
York.
The challenge for all business managers, trainers,
and teachers who are not from the Games Generation is to
invent ways of taking advantage of this connected mode in their
interactions with those people, as the Games Generation people do
among themselves. (How many trainers, for example, instant message
with their trainees, particularly outside of formal training?) The
more we help connect all employees "mentally" as well as physically
to one another-and to customers-the quicker they will invent
positive ways to take advantage of this cognitive change. Digital
Game-Based Learning is one way to do this.
As we saw, the "connectedness" of the Games Generation
has also made them much less constrained by their physical location
and more willing to work in the so-called virtual teams that are
becoming more useful in a variety of businesses and industries.
Workers who have grown up online tend to be much more comfortable
with seeking out and working with the best, most knowledgeable people,
wherever they may be. Such virtual teams often recruit one another
via messages on the Internet, operate smoothly from widely scattered
parts of the world, and many never physically meet their clients
or one another. As they finish their day, software developers around
the globe often electronically forward their work to a colleague
in another country who is just waking up. Trainers, teachers, and
managers need to become more adept at managing these connected capabilities
and directing the acquisition, enhancement, and appropriate deployment
of information, knowledge, and intellectual capital in schools and
companies and around the world.
Active vs. Passive
One of the most striking cross-generational differences
can be observed when people are given new software to learn. Older
folks almost invariably want to read the manual first, afraid they
won't understand how the software works or that they'll break something.
Says Joanne Veech of PricewaterhouseCoopers: "The 40 and 50 year
old group that have seen In$ider ask how to use it. They
are very afraid to push the buttons on the [virtual] elevators.
You know how much more careful our generation is when we turn the
computer on, whereas my 12 year old just goes zing, zing, zing,
zing, zing-fearless. So that generation of newcomers to PricewaterhouseCoopers,
those 20-somethings that have grown up over 20 years with this fearless
environment, when they get to this, it's very natural for them.
It's a gaming environment-it becomes second nature, they don't think
twice about clicking on a plant or clicking on an elevator or seeing
what the buttons do." [84]
Games Generation workers rarely even think
of reading a manual. They'll just play with the software, hitting
every key if necessary, until they figure it out. If they can't,
they assume the problem is with the software, not with them-software
is supposed to teach you how to use it. This attitude is almost
certainly a direct result of growing up with Sega, Sony, Nintendo,
and other video games where each level and monster had to be figured
out by trial and error, and each trial click could lead to a hidden
surprise. Games are almost all designed to teach you as you go.
We now see much less tolerance in the workplace among
the Games Generations for passive situations such as lectures, corporate
classrooms, and even traditional meetings. As the Games Generation
progresses up the managerial ranks, it is likely that such old-fashioned
managerial standbys will be replaced by more active experiences
such as chat, posting, surfing for information, and Digital Game-Based
Learning, where employees not only more are active but also have
more control over what happens. The processes of "designing for
doing," and "designing for learning" (i.e., designing systems and
experiences that employees can actively use to learn, instead of
things they need to listen to or be afraid of doing wrong) may become
the new generational equivalent of the industrial "designing for
manufacture," where making the product is an important consideration
in the design process. Nike's "Just do it"" slogan (which began
in 1988!) hits this generational change squarely on the head.
Play vs. Work
Members of the Games Generation are often derided
in the press as intellectual slackers, but in reality they are very
much an intellectual-problem-solving-oriented generation. Many types
of logic, challenging puzzles, spatial relationships, and other
complex thinking tasks are built into the computer and video games
they enjoy. Their spending on such electronic games has surpassed
their spending on live movies, and PCs are now used more for running
entertainment software than for anything else, including word processing.
Although some have argued that play and games are simply preparation
for work, I think that, for today's Games Generations, play is
work, and, as we shall see in Chapter 5, work is increasingly seen
in terms of games and game play. The fact that the real-life games
are very serious does not make the player's approach any different
than the way he or she approaches game software. Achievement, winning,
and beating competitors are all very much part of the ethic and
process.
As the Games Generations enter the workforce, their
preference for the computer as the medium of play is already beginning
to have a profound impact on how work gets done. Game interfaces
are appearing in work software. Financial companies are inventing
gamelike trading interfaces in which winning the game means making
an actual profit. And more and more workers are learning to do their
jobs through Digital Game-Based Learning.
One difficult challenge for managers and trainers
is to be willing to let the younger generation's play attitude enter
the "real" world of business as quickly and smoothly as possible.
Instead of resisting play by removing or banning all games in the
workplace, for example, they could be supporting and funding the
development of new game interfaces that help the younger generation
work and learn in their own cognitive style. Managers and trainers
should reconsider their resistance to such changes carefully.
As we shall see in Chapter 9, the Games Generation's
play preference has resulted in Digital Game-Based Learning being
used for a great many functions in the workplace beside training,
including employee recruiting, strategy communication, and customer
support. .
Payoff vs. Patience
One of the biggest lessons the Games Generation learned
from growing up with video games is that if you put in the hours
and master the game, you will be rewarded-with the next level, with
a win, with a place on the high scorers' list. What you do determines
what you get, and what you get is worth the effort you put in. Computers
excel at giving feedback, and the payoff for any action is typically
extremely clear.
A key outcome of this feedback is a huge intolerance
on the part of the Games Generations for things that don't pay off
at the level expected. Why, they ask, should I finish college when
elementary school kids can design professional Web sites, 20-year-olds
can start billion-dollar companies, and Bill Gates, who left Harvard
to do something with more payoff, is the world's richest man?
Games Generation people make these payoff-versus-patience
decisions every minute and sometimes in ways that are counterintuitive.
For example, it was at first strange to me that the same people
who prefer twitch games often have great patience with slow Internet
connection speeds and the sometimes long waiting times in games
like Myst or Riven. I suspect it is because they have
decided, or realized, that the payoff is worth the wait. The challenge
for managers, trainers, and teachers and is to understand just how
important these payoff-versus-patience tradeoffs are to younger
people, and to find ways to offer them meaningful rewards now
rather than advice about how things will pay off "in the long run."
One clear business manifestation of this requirement
for payoff is the increasing demand for a clearer link between what
employees do and the rewards they get, leading to the growing trend
toward pay for performance. Another result is the increasing use
of equity as a component of compensation, along with the replication
of equity-like compensation structures to reward workers with a
"piece of the action" for their own initiatives and efforts. The
growing realization that this generation wants its payoff now has
also led to an increased willingness on the part of many businesses
to provide seed capital and to spin off internal startups, allowing
workers to potentially cash in more quickly and allowing the firm
to benefit long term through an equity position.
Fantasy vs. Reality
One of the most striking aspects of the Games Generation
is the degree to which fantasy elements, both from the past (medieval,
Dungeons & Dragons imagery) and the future (Star Wars,
Star Trek, and other science-fiction imagery), pervade their
lives. Although young people have always indulged in fantasy play,
the computer has by its nature made this easier and more realistic,
in many ways bringing it to life.
Sociologists might say that some or all of this fantasy
play is due to a desire to escape the realities of today's life:
fewer good jobs, more alienation, and a degrading environment. Whatever
its cause, the fantasy phenomenon has certainly been encouraged
by technology. Network technology allows people not only to create
their new fantasy identities but also to express them to others
and join in fantasy communities and games such as EverQuest.
The fantasy card game Magic, the Gathering, according to
J. C. Herz, "is one of the largest closeted communities in America,"
[85] with national and worldwide tournaments offering tens of thousands
of dollars in prizes.
Some people distinguish between the genders in this
area, claiming that many of these fantasies are more "male" oriented
(although there are plenty of women at Star Trek conventions
and many avid female Dungeons & Dragons and fantasy game
players). The whole gender area is hot topic that will be discussed
later in this book. Fantasy is a large part of the adult Games Generation's
lives in ways that Disney, for example is not part of the Boomers'
lives.
So rather than admonish Games Generation workers to
"grow up and get real" and abandon their rich fantasy worlds, trainers,
educators, and managers might be better off searching for new ways
to combine fantasy and reality to everyone's benefit. One place
this is happening already is in the design of workspaces. Spaces
designed by the younger generation are very different from those
of their predecessors and from those designed for them by the older
generation. Companies already run by Games Generation individuals
generally have much more informal settings, and often have special
rooms for games, miniature golf, and "fun" activities. Microsoft's
"campus" is full of indoor and outdoor play opportunities.
The younger generation's fantasy preferences can also
be seen in the growth of new off-the-wall job titles, such as Yahoo's
Chief Yahoo or Gateway 2000's chief imagination officer. Young workers
may be willing to go a lot further with their imaginations-Gateway
decorates its shipping boxes as cows. We are also seeing an increasing
debureaucratization of systems and procedures in many organizations.
Perhaps it is not too far off when some companies will sport their
own Klingon, Borg, or Wookee divisions doing serious business while
decked out appropriately. Fantasy-based Digital Game-Based Learning
is another opportunity for this, particularly if both genders are
taken into account.
Technology as Friend vs. Technology
as Foe
Growing up with computers has engendered an overall
attitude toward technology in the minds of the Games Generation
that is very different from that of their predecessors. To much
of the older generation, technology is something to be feared, tolerated,
or at best harnessed to one's purposes. Some, no matter how easy
we make it, don't ever want to program their videocassette recorders
or surf the Net. [86]
There is, of course, an increasingly large segment
of the non-Games Generation workers and retirees who have learned
to adopt many of the tools, technologies, and even attitudes of
the Games Generation. Whether these "digital immigrants" come to
the new shores willingly or are forced by circumstances to learn
and accept a new, changing culture (i.e., digital technology), they
will never be as entirely comfortable and trusting of the new environment
as are their native-born children.
To the Games Generation, the computer is a friend.
It's where they have always turned for play, relaxation, and fun.
For many in this generation, owning or having access to a computer
feels like a birthright. Being connected is a necessity. The huge
generational reversal in technical skill, where parents must turn
to their children for help in using their expensive equipment, is
now legendary-Don Tapscott refers to it as the generation lap,
as in "lapping" competitors in a race. [87] The answers to the questions,
"What kind of computer will I have?" and "Will I have my own high-speed
Internet connection?," are very often key factors in a young worker's
decision about what job to accept.
How can an older generation of trainers, educators,
and managers relate to and help employees who see computers and
related technology in this way? One way is to empower them to create
their own new business elements-computer applications, structures,
models, relationships, Web pages-that make sense for their generation,
or at the very least, enlist them as part of the teams creating
these things. An additional approach is to continually seek ways
to communicate, transfer needed information, and build desired skills
via the media the younger generation willingly engage in, such as
computers and games, that is, via Digital Game-Based Learning. This
was the approach of Sylvia Kowal at Nortel (see Chapter 9).
"Attitude"
In addition to all of the above, a defining characteristic
of the Games Generation is "attitude"-an irreverent, often sarcastic,
tell-it-like-it-is, don't-try-to pull-the-wool-over-my-eyes way
of looking at things. It is probably best captured by Jellyvison's
wildly successful game series You Don't Know Jack, in which
the announcer berates you quite personally for not knowing the answers.
("What were you thinking?"). This may be a reaction to all
the "bullshit" commercials and other television that kids grew up
with. In any case "attitude" is certainly now part of their language
("Duh!") and almost a sine qua non for communicating with
them effectively, even in-or especially in-in training. "It's got
lots of attitude," says Paula Young proudly of In$ider.
In fact, not having attitude-or, worse, doing it wrong-is
definitely part of the "digital immigrant accent" and is sure to
be mocked.
__________
So in all these ways-and I'm sure there are many others-the
native Games Generation is cognitively different from its
predecessors, whether digital immigrants or not. With this in mind,
let us return once more to the "attention span" question and ask
"What has happened?"
To a huge, underappreciated extent in our training
and education we offer the Games Generations very little
worth paying attention to from their perspective, and then we
blame them for not paying attention. Many of the people accustomed
to the twitch- speed, multitasking, random-access, graphics-first,
active, connected, fun, fantasy, and quick payoff world of their
video games, MTV, and Internet feel bored by most of today's
approaches to training and learning, well meaning as it may be.
And, worse, the many skills that new technologies have actually
enhanced (e.g., parallel processing, graphics awareness, and random
access)-which have profound implications for their learning-are
almost totally ignored by education and training.
So, in the end, it is all these cognitive differences,
resulting from years of "new media socialization" and profoundly
affecting and changing the generations' learning styles and abilities,
that cry out for new approaches to learning for the Games Generation
with a better "fit." And while certainly not the only way, computer
games and video games provide one of the few structures we currently
have that is capable of meeting many of the Games Generation's changing
learning needs and requirements. This is the key reason why Digital
Game-Based Learning is beginning to emerge and thrive.
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