Friday, May 24, 2002

Marc Prensky makes a synthesis between Neil Postman and Seymour Papert telling us that indeed the Games Generation are in fact not able to contemplate and read/write. They need to learn through computer games.

"Today's trainers and trainees are from totally different worlds. The biggest underlying dynamic in training and learning is the rapid and unexpected confrontation of a corps of trainers and teachers raised in a predigital generation and educated in the style of the past with a body of learners raised in the digital world of Sesame Street, MTV, fast movies and 'twitct-speed' videogames. [...] The workers of the Games Generations will no longer accept, attend, or do training that is boring. So we will have to inject fun and games into training, as bussiness, schools, and the military are already beginning, in places, to do. [...] This book is about coming together of two seemingly diametrically opposed worlds: serious learning in schools and in bussiness, and interactive entertainment - computer games, video games, and, to a lesser extent the movies. [...] The forces bringing these two world together [...] are first, technological change and generation discontinuity, causing learners to be different than in the past, and second, the need for training and education to catch up to be efficient and effective"
Prensky: Digital Game-Based Learning

I don't find my generation totally unable to learn with-out computer games as injected fun. For my part, I'm able to contemplate, read and write. Yes, some of us do like computer games. But this is a matter of culture and aesthetics - not of learning and pedagogics. The point is we do not need education as a legitimation of what we are doing. We find that having fun while playing is a legal goal in itself! And yes like many other people we need to learn, that is why we go to schools to get an education.


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