Pedagogy for Digital Natives
Brita L. Williams
Concordia University – Portland
Pedagogy for Digital Natives
Pedagogy, the art and science of teaching, is critical to creating a successful learning environment but useless if the instructional strategies are not applied with the learner in mind. Knowing the learner is more than recognizing an identified learning disability or a student who is an English Language Learner. Engaging the learner requires the teacher to discover how they process information, store it, and recall it later as needed. Effective teaching takes into consideration the cultural background of the students, including their fears and what inspires them. The different patterns of students thinking today is a reflection of their digitally infused culture.
Instructional Methods and Strategies
There are countless books written detailing a variety of research-based instructional methods and strategies on how to teach content to many different types of students. However, effective teaching is partnering with the student in learning (Prensky, 2012). It is about what the learner is learning and not about what the teacher is teaching. The content to be taught is already available to the students from numerous sources. Determining the most successful means of conveying that content is where authentic teaching begins. Creativity, which was thought to be relegated to the art and music classrooms, is essential to learning in the 21st century. Through creativity, students can learn how to apply and manipulate the content (MacArthur Foundation, 2010).
Changes in Strategies
Changing instructional strategies for teaching and engaging the digital native is critical for successful learning. One such strategy is to use the structural thought processing from digital gaming (Prensky, 2012). Game theory creates situations in which each chosen action can give different results with the objective of finding the best way to achieve the best possible solution. This type of student engagement eliminates monotonous routine and boredom in learning. Students learn to apply their random-access thinking skills to solve real-world problems (Prensky, 2012). Teachers can apply gaming theory by purposeful gamification of any content (Davis, 2014). Students today are no less competitive or motivated to succeed than earlier generations. The difference is, they expect immediate feedback and results so that they can make the needed adjustments and try again.
Conclusion
Learning is an active process involving different modalities of receiving information, applying new knowledge, and developing problem-solving skills. A constructivist learning environment where new knowledge is built on prior knowledge and prior experience promotes this process (Joyce, Weil, & Calhoun, 2015). Higher education will not survive without adapting to the processing methods of the digital natives. Traditional universities are still valuable for creating an environment of discovery and having professors who thrive on new ideas and provide mentorship and encouragement to their students (Christensen & Eyring, 2011). To uphold the value of a degree in higher education, the students need to recognize the potential for their future through the lens of a digital native.
References
Christensen, C. M., & Eyring, H. J. (2011). The innovative university: Changing the DNA of higher education from the inside out. San Francisco, CA: Jossey-Bass.
Davis, V. (2014, March 20). Gamification in education. Retrieved from https://www.edutopia.org/blog/gamification-in-education-vicki-davis
Joyce, B., Weil, M., and Calhoun, E. (2015). Models of teaching (9th ed.). Boston, MA: Pearson Education, Inc.
MacArthur Foundation. (2010). Rethinking learning: The 21st century learner [Video]. Retrieved from https://www.youtube.com/watch?v=c0xa98cy-Rw
Prensky, M (2012). From digital natives to digital wisdom. Thousand Oaks, CA: Corwin.