Recommended reading in the age of now media: How will you respond to a customer complaint in the age of Social Media? at FASTforward. This is a lesson fully applicable to public diplomacy, strategic communication, global engagement, or whatever your tribe uses to describe the struggle for perceptions, relevance, and support. Unlike Las Vegas, what happens in new media doesn’t stay in new media.
Digital Natives, Digital Immigrants, Part II: Do They Really Think Differently? (141kb PDF) by Marc Prensky, 2001:
Digital Natives accustomed to the twitch-speed, multitasking, random-access, graphics-first, active, connected, fun, fantasy, quick-payoff world of their video games, MTV, and Internet are bored by most of today’s education, well meaning as it may be. But worse, the many skills that new technologies have actually enhanced (e.g., parallel processing, graphics awareness, and random access)—which have profound implications for their learning—are almost totally ignored by educators.
The cognitive differences of the Digital Natives cry out for new approaches to education with a better “fit”. And, interestingly enough, it turns out that one of the few structures capable of meeting the Digital Natives’ changing learning needs and requirements is the very video and computer games they so enjoy. This is why “Digital Game-Based Learning” is beginning to emerge and thrive. …
Again and again it’s the same simple story. Practice—time spent on learning—works. Kid’s don’t like to practice. Games capture their attention and make it happen. And of course they must be practicing the right things, so design is important.
The US military, which has a quarter of a million 18-year-olds to educate every year, is a big believer in learning games as a way to reach their Digital Natives. They know their volunteers expect this: “If we don’t do things that way, they’re not going to want to be in our environment”
Interesting reading on neuroplasticity.