Tuesday, 18 February 2014

Childhood and digital literacy in the digital age


Digital literacy is quickly becoming prevalent in today’s primary classrooms and teachers need to begin incorporating this into classrooms to cater for such inevitability. The work ‘inevitable’ has come into consideration in previous posts, with my personal view that teachers should not use a new technology just because it is ‘there’; rather teachers should use them because they will significantly enhance education.

Blogs can benefit children and have been incorporated into a school where children are given the opportunity to “create, design and maintain what are effectively their own personal websites” (Evans, 2004). This can have a huge impact on children’s work ethic as their learning is given a purpose. Within blogging, children work extremely hard because their work is read by a vast audience. Therefore, digital literacy can enhance education, suggesting why teachers should incorporate it into primary classrooms. Setting up blogs is easy. It is free and does not require great technical expertise (Evans, 2004). It is also noted that ICT fosters children’s self-expression in ways that “simply aren’t possible without access to a computer” (Evans, 2004:1). Therefore, there are many beneficial aspects of using this form of digital literacy in the classroom. Moreover, children who attended an after-school club on weblogging improved their knowledge of IT far above the requirements of their age group by the National Curriculum (Turnbull). From using a blog within this module I have had first-hand experience and can fully see the positive implications. It provides a different form of assignment writing, adding novelty. Moreover, it is a form of digital literacy in which other people’s work is visible and open for comment. This resembles a sense of peer collaboration which could prove engaging for children.

Additionally, it can be seen how games are being brought into the primary classroom for educational purposes. As is mentioned by Hudson (2013), commenting on the game, ‘Angry Bird’s’, arrival in the classroom, computer games offer “stealth learning” and suggests how the characters of computer games inspire children. He discusses children’s motivation, especially in the early years, to play. This can be seen through observations of my niece (4) who is a competent player of ‘Angry Birds’. Therefore, it could be seen as a perfect way of engaging children in education. It can be questioned how these games offer educational value; the characters are used in new education based games involving books, teachers and digital devices. As a games scholar analyst suggests in Hudson’s (2013) review, “games have a larger effect on learning than traditional materials in particular areas, like language acquisition, science, mathematics and social studies”.

What could be viewed as a controversial issue, ‘coercive’ gaming is deliberated in Hudson’s (2013) review. It is suggested that adults are taking something which children cherish and using it coercively to deliver the curriculum. However, if these games inspire, motivate and engage children, then why not incorporate them into the curriculum as a way forward for education?

Furthermore, digital literacy is having an impact concerning the video game, ‘Minecraft’; a huge phenomenon, particularly of boys aged nine to fifteen (Ward, 2013). Ward (2013) reflects on the use of this game educationally as it could be used to gain the skills and knowledge of computer programming. This is due to the game imparting technical competence in that children have to understand some basic computer concepts. The game requests its players to, for example, “install texture packs to change its look” and enables its users to set up email and Skype to collaborate with peers using the game. Children may also record, edit and upload their own YouTube videos with regards to the game. Therefore, it can be seen how ‘Minecraft’ has had, and is in the process of having, a huge impact on making children digitally literate.

Bibliography

Why Minecraft is more than just another video game (BBC News Technology) – Ward (2013)

Angry Birds game fires into the classroom (BBC News Technology) – Hudson (2013)

The seven-year-old bloggers (BBC News) - Turnbull

The joys of text (TES Connect) – Evans (2004)

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