Some
good reasons to take a closer look at digital play
today´s
children are growing up immersed in media
Recent studies such as the Kaiser Family
Foundation's 1999 Report on Kids Media & The New
Millennium (Roberts et al, 1999) and the Markle Foundation's
2000 Report on Children and Interactive Media (Wartella
et al., 2000) indicate that young people now spend as
much time using media as they do in school, with family
or friends. Research has also shown that playing computer
games is the most common way that all children ages
2-18 use computers (Huston et al, 1999; Roberts et al,
1999)). Simply by virtue of the amount of time and attention
that young people spend in digital playscapes, one may
argue that their external landscapes of learning
are dramatically shifting.
Researchers such as Prensky (2001) and members of the
Next Generation Forum (1999) contend that internal
land-scapes of learning (including cognitive structures
and abilities for a creative lifelong learning) are
also shifting. For instance, Prensky suggests that today's
children process more information more rapidly than
previous generations and that linear instruction may
actually be detrimental to young minds wired for non-linear
and parallel processing. He maintains that for most
young people today, visual intelligence skills supercede
those of verbal intelligence. Consequently, images have
become the primary means of experience and expression;
text is secondary. Finally, he suggests that social
connectedness is experienced much differently in digital
generations
Digital playspaces have unique characteristics,
such as character identification, active engagement,
opportunities for sensorimotor practice, control over
decisions and outcomes, adaptive and powerful interfaces,
response elicited by feedback, microworlds controlled
by the user, and fantastic tools (Salomon, 1990 and
1998; Galvis, 2001). Learning more about how children
use these features may help us better understand the
attraction and the educational potential educational
these technologies.
Researchers (Downes,1994; Murray, 1999)
have suggested that interactive play on computers has
the potential to substantially improve computer literacy
skills and to influence attitudes towards technology.
Griffiths and Hunt (1995) report that
fun is stated as the main reason for playing for both
sexes and that computer playing for most children is
fairly absorbing and harmless activity. For a small
minority of children it may be problematic (Griffiths,
1997).
Research also shows that aggressive
behavior may result from playing video and computer
games, especially among young children, but that it
may also promote cognitive and educational progress,
and social interaction among young people (Durkin, 1995;
Emes, 1997).
Despite these trends, very little research
is available about what young people learn through their
engagement with digital playscapes, if and how they
transfer knowledge and skills from these environments
to their analog lives, and how transfer may be facilitated
through the design of play environments as well as their
contexts of use. Similarly, parents and teachers are
generally not aware of the learning potential of technology-enhanced
play and cannot assess the quality of various digital
playscapes