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February 1, 1999
Vol. 56
No. 5

Educating the Net Generation

As technology becomes an integral part of our classrooms and schools, educators can look to the students—the Net Generation—to help make the shift to more student-centered learning.

Every time I enter a discussion about efforts to get computers into schools, someone insists that computers aren't the answer. "It won't help to just throw computers at the wall, hoping something will stick. I've seen lots of computers sitting unused in classrooms."
Agreed. Computers alone won't do the trick. They are a necessary but insufficient condition for moving our schools to new heights of effectiveness. We've still got to learn how best to use this technology. And I have become convinced that the most potent force for change is the students themselves.
Why look to the kids? Because they are different from any generation before them. They are the first to grow up surrounded by digital media. Computers are everywhere—in the home, school, factory, and office—as are digital technologies—cameras, video games, and CD-ROMs. Today's kids are so bathed in bits that they think technology is part of the natural landscape. To them, digital technology is no more intimidating than a VCR or a toaster. And these new media are increasingly connected by the Internet, that expanding web of networks that is attracting one million new users a month.

The Net Generation

The Net affects us all—the way we create wealth, the nature of commerce and marketing, the delivery system for entertainment, the role and dynamics of learning, and the nature of government. It should not surprise us that those first to grow up with this new medium are defined by their relationship to it. I call them the Net Generation—the N-Geners.
According to Teenage Research Unlimited (1997), teens feel that being online is as "in" as dating and partying! And this exploding popularity is occurring while the Net is still in its infancy and, as such, is painfully slow; primitive; limited in capabilities; lacking complete security, reliability, and ubiquity; and subject to both hyperbole and ridicule. Nevertheless, children love it and keep coming back after each frustrating experience. They know its potential.
What do students do on the Net? They manage their personal finances; organize protest movements; check facts; discuss zits; check the scores of their favorite team and chat online with its superstars; organize groups to save the rain forest; cast votes; learn more about the illness of their little sister; go to a virtual birthday party; or get video clips from a soon-to-be-released movie.
Chat groups and computer conferences are populated by young people hungry for expression and self-discovery. Younger kids love to meet people and talk about anything. As they mature, their communications center on topics and themes. For all ages, "E-mail me" has become the parting expression of a generation.

Digital Anxiety

For many adults, all this digital activity is a source of high anxiety. Are kids really benefitting from the digital media? Can technology truly improve the process of learning, or is it dumbing down and misguiding educational efforts? What about Net addiction? Is it useful for children to spend time in online chat rooms, and what are they doing there? Are some becoming glued to the screen? What about cyberdating and cybersex? Aren't video games leading to a violent generation? Is technology stressing kids out—as it seems to be doing to adults? Has the Net become a virtual world—drawing children away from parental authority and responsible adult influence—where untold new problems and dangers lie? What is the real risk of online predators, and can children be effectively protected? How can we shield kids from sleaze and porn? As these children come of age, will they lack the social skills for effective participation in the work force?
These questions are just a sampling of the widespread concern raised not just by cynics, moralists, and technophobes, but also by reasonable and well-meaning educators, parents, and members of the community.
Everybody, relax. The kids are all right. They are learning, developing, and thriving in the digital world. They need better tools, better access, better services—more freedom to explore, not less. Rather than convey hostility and mistrust, we need to change our way of thinking and behaving. This means all of us—parents, educators, lawmakers, and business leaders alike.
Digital kids are learning precisely the social skills required for effective interaction in the digital economy. They are learning about peer relationships, teamwork, critical thinking, fun, friendships across geographies, self-expression, and self-confidence.
Conventional wisdom says that because children are multitasking—jumping from one computer-based activity to another—their attention span is reduced. Research does not support this view. Ironically, the same people who charge that today's kids are becoming "glued to the screen" also say that kids' attention spans are declining.
At root is the fear that children will not be able to focus and therefore will not learn. This concern is consistent with the view that the primary challenge of learning is to absorb specific information. However, many argue—and I agree—that the content of a particular lesson is less important than learning how to learn. As John Dewey wrote, Perhaps the greatest of all pedgogical fallacies is the notion that a person learns only the particular thing he is studying at the time. Collateral learning . . . may be and often is more important than the spelling lesson or lesson in geography or history that is learned. (1963, p. 48)

The Challenge of Schooling

The new technologies have helped create a culture for learning (Papert, 1996) in which the learner enjoys enhanced interactivity and connections with others. Rather than listen to a professor regurgitate facts and theories, students discuss ideas and learn from one another, with the teacher acting as a participant in the learning. Students construct narratives that make sense out of their own experiences.
Initial research strongly supports the benefits of this kind of learning. For example, in 1996, 33 students in a social studies course at California State University in Northridge were randomly divided into two groups, one taught in a traditional classroom and the other taught virtually on the Web. The teaching model wasn't fundamentally changed—both groups received the same texts, lectures, and exams. Despite this, the Web-based class scored, on average, 20 percent higher than the traditional class. The Web class had more contact with one another and were more interested in the class work. The students also felt that they understood the material better and had greater flexibility to determine how they learned (Schutte, n.d.).
The ultimate interactive learning environment is the Internet itself. Increasingly, this technology includes the vast repository of human knowledge, the tools to manage this knowledge, access to people, and a growing galaxy of services ranging from sandbox environments for preschoolers to virtual laboratories for medical students studying neural psychiatry. Today's baby will tomorrow learn about Michelangelo by walking through the Sistine Chapel, watching Michelangelo paint, and perhaps stopping for a conversation. Students will stroll on the moon. Petroleum engineers will penetrate the earth with the drill bit. Doctors will navigate the cardiovascular system. Researchers will browse through a library. Auto designers will sit in the back seat of the car they are designing to see how it feels and to examine the external view.

Eight Shifts of Interactive Learning

  1. From linear to hypermedia learning. Traditional approaches to learning are linear and date back to using books as a learning tool. Stories, novels, and other narratives are generally linear. Most textbooks are written to be tackled from the beginning to the end. TV shows and instructional videos are also designed to be watched from beginning to end.But N-Gen access to information is more interactive and nonsequential. Notice how a child channel surfs when watching television. I've found that my kids go back and forth among various TV shows and video games when they're in the family room. No doubt that as TV becomes a Net appliance, children will increasingly depend on this nonlinear way of processing information.
  2. From instruction to construction and discovery. Seymour Papert says, The scandal of education is that every time you teach something, you deprive a child of the pleasure and benefit of discovery. (de Pommereau, 1996, p. 68)With new technologies, we will experience a shift away from traditional types of pedagogy to the creation of learning partnerships and learning cultures. This is not to say that teachers should not plan activities or design curriculums. They might, however, design the curriculum in partnership with learners or even help learners design the curriculum themselves.This constructivist approach to teaching and learning means that rather than assimilate knowledge that is broadcast by an instructor, the learner constructs knowledge anew. Constructivists argue that people learn best by doing rather than simply by listening. The evidence supporting constructivism is persuasive, but that shouldn't be too surprising. When youngsters are enthusiastic about a fact or a concept that they themselves discovered, they will better retain the information and use it in creative, meaningful ways.
  3. From teacher-centered to learner-centered education. The new media focus the learning experience on the individual rather than on the transmitter. Clearly, learner-centered education improves the child's motivation to learn.The shift from teacher-centered to learner-centered education does not suggest that the teacher is suddenly playing a less important role. A teacher is equally crucial and valuable in the learner-centered context, for he or she creates and structures what happens in the classroom.Learner-centered education begins with an evaluation of abilities, learning styles, social contexts, and other important factors that affect the student. Evaluation software programs can tailor the learning experience for each individual child. Learner-centered education is also more active, with students discussing, debating, researching, and collaborating on projects with one another and with the teacher.
  4. From absorbing material to learning how to navigate and how to learn. This means learning how to synthesize, not just analyze. N-Geners can assess and analyze facts—a formidable challenge in a data galaxy of easily accessible information sources. But more important, they can synthesize. They are engaged in information sources and people on the Net, and then they construct higher-level structures and mental images.
  5. From school to lifelong learning. For young baby boomers looking forward to the world of work, life often felt divided—between the period when you learned and the period when you did. You went to school and maybe to university and learned a trade or profession. For the rest of your life, your challenge was simply to keep up with developments in your field. But things have changed. Today, many boomers reinvent their knowledge base constantly. Learning has become a continuous, lifelong process. The N-Gen is entering a world of lifelong learning from day one, and unlike the schools of the boomers, today's educational system can anticipate how to prepare students for lifelong learning.
  6. From one-size-fits-all to customized learning. The digital media enables students to be treated as individuals—to have highly customized learning experiences based on their backgrounds, individual talents, age levels, cognitive styles, and interpersonal preferences.As Papert puts it, What I see as the real contribution of digital media to education is a flexibility that could allow every individual to find personal paths to learning. This will make it possible for the dream of every progressive educator to come true: In the learning environment of the future, every learner will be "special." (1996, p. 16)In fact, Papert believes in a "community of learning" shared by students and teachers: Socialization is not best done by segregating children into classrooms with kids of the same age. The computer is a medium in which what you make lends itself to be modified and shared. When kids get together on a project, there is abundant discussion; they show it to other kids, other kids want to see it, kids learn to share knowledge with other people—much more than in the classroom. (1997, p. 11)
  7. From learning as torture to learning as fun. Maybe torture is an exaggeration, but for many kids, class is not exactly the highlight of their day. Some educators have decried the fact that a generation schooled on Sesame Street expects to be entertained at school—and to enjoy the learning experience. They argue that learning and entertainment should be clearly separated.Why shouldn't learning be entertaining? In Merriam-Webster's Collegiate Dictionary, the third definition of the verb to entertain is "to keep, hold, or maintain in the mind" and "to receive and take into consideration." In other words, entertainment has always been a profound part of the learning process, and teachers throughout history have been asked to convince their students to entertain ideas. From this perspective, the best teachers were the entertainers. Using the new media, the learner also becomes the entertainer and, in doing so, enjoys, is motivated toward, and feels responsible for learning.
  8. From the teacher as transmitter to the teacher as facilitator. Learning is becoming a social activity, facilitated by a new generation of educators.The topic is saltwater fish. The 6th grade teacher divides the class into teams, asking each team to prepare a presentation on a fish of its choice. Students have access to the Web and are allowed to use any resources. They must cover the topics of history, breathing, propulsion, reproduction, diet, predators, and "cool facts." They must also address questions to others in their team or to others in the class, not to the teacher.Two weeks later, Melissa's group is first. The students have created a shark project home page with hot links for each topic. As the students talk, they project their presentation onto a screen at the front of the class. They have video clips of different types of sharks and also a clip from Jacques Cousteau discussing the shark as an endangered species. They then use the Web to go live to Aquarius, an underwater site located off the Florida Keys. The class can ask questions of the Aquarius staff, although most inquiries are directed to the project team. One such discussion focuses on which is greater: the dangers posed by sharks to humans or the dangers posed by humans to sharks.The class decides to hold an online forum on this topic and invites kids from classes in other countries to participate. The team asks students to browse through its project at any time, from any location, because the forum will be up for the rest of the school year. In fact, the team decides to maintain the site by adding new links and fresh information throughout the year. The assignment becomes a living project. Learners from around the world find the shark home page helpful and build links to it.In this example, the teacher acts as consultant to the teams, facilitates the learning process, and participates as a technical consultant on the new media. The teacher doesn't have to compete with Jacques Cousteau's expertise on underwater life; her teaching is supported by his expertise.

Turning to the Net Generation

Needless to say, a whole generation of teachers needs to learn new tools, new approaches, and new skills. This will be a challenge, not just because of resistance to change by some teachers, but also because of the current atmosphere of financial cutbacks, low teacher morale, increased workloads, and reduced retraining budgets.
But as we make this inevitable transition, we may best turn to the generation raised on and immersed in new technologies. Give students the tools, and they will be the single most important source of guidance on how to make their schools relevant and effective places to learn.
References

de Pommereau, I. (1997, April 21). Com-puters give children the key to learning. Christian Science Monitor, p. 68.

Dewey, J. (1963). Experience and education. London: Collier Books.

Papert, S. (1996). The connected family: Bridging the digital generation gap. Marietta, GA: Longstreet Press.

Schutte, J. G. (n.d.). Virtual teaching in higher education [On-line]. Available: http://www.csun.edu/sociology/virtexp.htm

Teenage Research Unlimited, Inc. (1996, January). Press release. Northbrook, IL: Author.

Teenage Research Unlimited, Inc. (1997, Spring). Teenage marketing and lifestyle update. Northbrook, IL: Author.

Don Tapscott has been a contributor to Educational Leadership.

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