Consumers are riddled with choice and opportunities for instant gratification. Minds are reshaping and gen-Y will be better than their predessessors at handling information from multiple parallel streams. The trend requires all modes of content consumption, including education to re-envision the approach.
The problem to keep people's attention is not a new one. Teachers have found innovative ways of inspiring engagement but could still take some lessons from the online product's usage of game-play and social dynamics.
Game-play Dynamics
We've all heard that life's a big game, but school never felt that way. Game-play dynamics aren't necessarily new and are embedded in many products. Rewards programs have leveraged this model to increase engagement although they aren't really fun for anyone. Many web products allow users to gain points or reputation by contributing. When I was a child, we had gold stars and grades but neither were very compelling.
How can education be more like a video game where learning and personal growth be seen as a necessity to be competative? You'll be inspired if you ever watch a child play some of the more complex simulation games. Whether it's a flight simulator, a conquest game or a puzzle game; the systems are incredibly complex and they often learn with little to no instruction. I'll go futher saying I've seen 10 and 11 year olds play a game and I couldn't understand what was going on.
Like life, they experiment with the virtual world and through a series of mistakes and successes the find the way. We forget that since birth, we love watching when we impact the world around us. We started by squeezing, teething, tasting and grew up and tweeting is a great example of hoards of people getting instantly gratified because someone randomly re-tweets their quote. It's hard to see how a student is making any impact with their coursework. How can we learn from our own love of instant gratification?
The rewards in school are incredibly unauthentic and lack a real impact. I realize the debate on authenticity isn't a new one; however, I don't see a reason why children can't build businesses, products, and solve real problems. Given the right information, children are capable of solving problems that adults solve. The actual problem is that educators don't have the resources to scaffold children through the process of building a business or product. I don't say this as a slight to educators; rather, I believe that we are just hitting a place where social media will be able to provide connections to knowledgable people who can scaffold both educators and the learners in these projects.
According to the biologist E.O Wilson in an NPR interview :
Wilson said that for the most part, we are teaching children the wrong way. According to the biologist, "When children went out in Paleolithic times, they went with adults and they learned everything they needed to learn by participating in the process."
That's the way the human mind is programmed to learn, Wilson said.
But he believes that today, virtual reality can be a steppingstone to the real world. It can motivate a child to exploration.
Social Dynamics
Facebook touts "social design" as a key ingredient to their success. By simply allowing users to "tag" friends in photos, they out-grew every competitor by leaps and bounds. If the assumption is true that we, as humans, are most interested in people; how can this be leveraged to make learning more interesting. This is more than positive peer pressure. It's about vicarious learning and guiding learners to find mentors and role models. Social media is making it easier to follow successful people of all walks of life and I'd love to know whether or not teachers find their students learning and being guided by these thought leaders. If you have a story please leave it in the comments!
I continue this discussion on my post titled "Social Media Killed the Video Star."