digital+learners

I found the two articles by Prensky to not be very useful. i thought that these two articles over exaggerate the problems that face education. I do admit that their is a difference in the cultures between generations as their is with every new generation. but to say that this is going to continue exponentially into future generations is moronic. just because in this generation it is socially acceptable for eight year olds to have smart phoned doesn't mean it will be socially acceptable ten years down the road. Another problem I had with the articles was that i felt that the articles grouped all Americans into one category assuming that all American teenagers are technology nuts who spend endless hours on computers, playing video games, and watching tv. Again this is a gross generalization due to the fact that the articles failed to take into account different cultures where people naturally dont spend free time playing video games or in areas of the United States where the average family cannot afford video games and other forms of technology. For these reasons I did not like these articles as i found them to grossly generalize facts.

students my first year teaching will obviously be highly knowledgeable about technology as i will be teaching high school students and they have spent more time submersed in the technology. even though this may be true for a half or slightly more of my students it is also true that some of these students are not good with technology as they havent played with it as much or have had bad experiences with technology. students ten years from when i start teaching will be vasty different from my first year this is due to the fact that their has been a whole generation change since my first year these learners will be vastly different based on the socially pushed propaganda and the new trends over the next decade. students could potentially become more addicted and dependent to technology or we could digress to being more independent and watching less tv and playing less video games.