Marc Prensky
Biographic Data
| ID | 4307793 |
|---|---|
| NAME | Marc Prensky |
| GIVEN NAMES | Marc |
| FAMILY NAME | Prensky |
| SIGNATURE | PRENSKY M |
| AFFILIATIONS | March of Dimes |
| VERIFIED | No |
| TOTAL WORKS | 15 |
| TOTAL CITATIONS | 573 |
| AUTHOR COUNT | 14 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2001 |
| LATEST PUBLICATION YEAR | 2012 |
| H-INDEX | 4 |
From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning
What can you learn on a cell phone? Almost anything! How does that concept fit with our traditional system of education? It doesn't. Best-selling author and futurist Marc Prensky's book of essays challenges educators to "reboot" and make the changes necessary to prepare students for 21st century careers. His "bottom-up" vision is based on interviews with young people and includes their ideas about what they need from teachers, schools, and educat…
Teaching Digital Natives: Partnering for Real Learning
About the Author Introduction: Our Changing World: Technology and Global Society What Today's Students Want Partnering and Twenty-first Century Technology REAL, Not Just Relevant Motivation Through Passion Teaching for the The Road to a Pedagogy of Partnering 1. Partnering: a Pedagogy for the New Educational Landscape Moving Ahead How Partnering Works Establishing Roles and Mutual Respect Getting Motivated to Partner With Your Students 2. Moving …
Why You Tube matters. Why it is so important, why we should all be using it, and why blocking it blocks our kids' education
Purpose The purpose of this paper is to highlight current changes in the way people communicate, and the role of You Tube in leading these changes Design/methodology/approach The approach takes the form of the author's observations and reflections. Findings With close to 100 million examples online, and growing exponentially, You Tube, and short video in general, are dramatically affecting the way in which today's Americans – especially young peo…
Games and Simulations in Online Learning: Research and Development Frameworks
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher
Our greatest untapped resource”: Putting unused computer cycles to work for education
Purpose – The objective of the paper is to investigate computer processor cycles as an untapped resource in the field of education
Proposal for educational software development sites: An open source tool to create the learning software we need
Argues that to get educational software that is state‐of‐the‐art along all dimensions, works together, and is free to users, one must involve the “world mind” and open source software. Proposes a model whereby colleges and universities each take charge of certain areas of learning, searching for the best developments, and writing new tools, which are then shared among all sites. Offers an example in the area of educational games, and suggests a w…
Digital game-based learning
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engag…
E‐Nough! “e‐Learning” is a misnomer – it’s mostly just “e‐Teaching.” For any teaching to reliably and consistently produce the results we want, we still have a lot to learn about learning
The author suggests we know a lot less about learning than we normally admit – in fact there is no generally accepted definition of what it is. He suggests that this is a big problem with designing so‐called e‐Learning, most of which is really just "e‐Teaching." There is a need, the author argues, for much more differentiation of learning, especially by type of material to be learned. Much of the available research on learning is not about how pe…
Escape from Planet Jar-Gon: Or, what video games have to teach academics about teaching and writing
Evolving instruction? Seven challenges
The motivation of gameplay: The real twenty‐first century learning revolution
Many academics prefer to think of education as "work" rather than "fun". As a result, motivation in higher education rarely comes from the process itself. The author predicts this will change as the generation raised on the engagement of games no longer accepts the historical but unnecessary separation of fun and learning. The author offers the games world as an example of the process itself being motivating to the user. He ascribes this to "game…
Not only the lonely: Implications of "social" online activities for higher education
Open collaboration: "Finding and polishing "hidden gems
Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently
Part 2 of Prensky’s paper exploring the differences between “digital natives” and “digital immigrants”. In this second part the author presents evidence to support these differences from neurology, social psychology and from studies done on children using games for learning
Digital Natives, Digital Immigrants Part 1
The main purpose of this project is to develop mathematical competences through interactive educational environments of multi-device access in the ninth grade students of the Institution Educativa Villa Estadio. The Moodle platform is used in interactive activities designed by the teacher and its subsequent application to students. This research works under a quantitative approach, descriptive type and quasi-experimental design. It was used a sam…
Digital Natives, Digital Immigrants Part 1
The main purpose of this project is to develop mathematical competences through interactive educational environments of multi-device access in the ninth grade students of the Institution Educativa Villa Estadio. The Moodle platform is used in interactive activities designed by the teacher and its subsequent application to students. This research works under a quantitative approach, descriptive type and quasi-experimental design. It was used a sam…
Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently
Part 2 of Prensky’s paper exploring the differences between “digital natives” and “digital immigrants”. In this second part the author presents evidence to support these differences from neurology, social psychology and from studies done on children using games for learning
From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning
What can you learn on a cell phone? Almost anything! How does that concept fit with our traditional system of education? It doesn't. Best-selling author and futurist Marc Prensky's book of essays challenges educators to "reboot" and make the changes necessary to prepare students for 21st century careers. His "bottom-up" vision is based on interviews with young people and includes their ideas about what they need from teachers, schools, and educat…
The motivation of gameplay: The real twenty‐first century learning revolution
Many academics prefer to think of education as "work" rather than "fun". As a result, motivation in higher education rarely comes from the process itself. The author predicts this will change as the generation raised on the engagement of games no longer accepts the historical but unnecessary separation of fun and learning. The author offers the games world as an example of the process itself being motivating to the user. He ascribes this to "game…
Why You Tube matters. Why it is so important, why we should all be using it, and why blocking it blocks our kids' education
Purpose The purpose of this paper is to highlight current changes in the way people communicate, and the role of You Tube in leading these changes Design/methodology/approach The approach takes the form of the author's observations and reflections. Findings With close to 100 million examples online, and growing exponentially, You Tube, and short video in general, are dramatically affecting the way in which today's Americans – especially young peo…
Escape from Planet Jar-Gon: Or, what video games have to teach academics about teaching and writing
Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently
Part 2 of Prensky’s paper exploring the differences between “digital natives” and “digital immigrants”. In this second part the author presents evidence to support these differences from neurology, social psychology and from studies done on children using games for learning
Digital Natives, Digital Immigrants Part 1
The main purpose of this project is to develop mathematical competences through interactive educational environments of multi-device access in the ninth grade students of the Institution Educativa Villa Estadio. The Moodle platform is used in interactive activities designed by the teacher and its subsequent application to students. This research works under a quantitative approach, descriptive type and quasi-experimental design. It was used a sam…
Evolving instruction? Seven challenges
The motivation of gameplay: The real twenty‐first century learning revolution
Many academics prefer to think of education as "work" rather than "fun". As a result, motivation in higher education rarely comes from the process itself. The author predicts this will change as the generation raised on the engagement of games no longer accepts the historical but unnecessary separation of fun and learning. The author offers the games world as an example of the process itself being motivating to the user. He ascribes this to "game…
Not only the lonely: Implications of "social" online activities for higher education
Open collaboration: "Finding and polishing "hidden gems
Digital game-based learning
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engag…
E‐Nough! “e‐Learning” is a misnomer – it’s mostly just “e‐Teaching.” For any teaching to reliably and consistently produce the results we want, we still have a lot to learn about learning
The author suggests we know a lot less about learning than we normally admit – in fact there is no generally accepted definition of what it is. He suggests that this is a big problem with designing so‐called e‐Learning, most of which is really just "e‐Teaching." There is a need, the author argues, for much more differentiation of learning, especially by type of material to be learned. Much of the available research on learning is not about how pe…
Escape from Planet Jar-Gon: Or, what video games have to teach academics about teaching and writing
Proposal for educational software development sites: An open source tool to create the learning software we need
Argues that to get educational software that is state‐of‐the‐art along all dimensions, works together, and is free to users, one must involve the “world mind” and open source software. Proposes a model whereby colleges and universities each take charge of certain areas of learning, searching for the best developments, and writing new tools, which are then shared among all sites. Offers an example in the area of educational games, and suggests a w…
Our greatest untapped resource”: Putting unused computer cycles to work for education
Purpose – The objective of the paper is to investigate computer processor cycles as an untapped resource in the field of education
Games and Simulations in Online Learning: Research and Development Frameworks
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher
Teaching Digital Natives: Partnering for Real Learning
About the Author Introduction: Our Changing World: Technology and Global Society What Today's Students Want Partnering and Twenty-first Century Technology REAL, Not Just Relevant Motivation Through Passion Teaching for the The Road to a Pedagogy of Partnering 1. Partnering: a Pedagogy for the New Educational Landscape Moving Ahead How Partnering Works Establishing Roles and Mutual Respect Getting Motivated to Partner With Your Students 2. Moving …
Why You Tube matters. Why it is so important, why we should all be using it, and why blocking it blocks our kids' education
Purpose The purpose of this paper is to highlight current changes in the way people communicate, and the role of You Tube in leading these changes Design/methodology/approach The approach takes the form of the author's observations and reflections. Findings With close to 100 million examples online, and growing exponentially, You Tube, and short video in general, are dramatically affecting the way in which today's Americans – especially young peo…
From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning
What can you learn on a cell phone? Almost anything! How does that concept fit with our traditional system of education? It doesn't. Best-selling author and futurist Marc Prensky's book of essays challenges educators to "reboot" and make the changes necessary to prepare students for 21st century careers. His "bottom-up" vision is based on interviews with young people and includes their ideas about what they need from teachers, schools, and educat…
Computer Science (10 works) · Psychology (8 works) · Sociology (7 works) · Mathematics education (6 works) · Educational Games and Gamification (4 works) · Political science (4 works) · World Wide Web (4 works) · Digital native (3 works) · Engineering (3 works) · Epistemology (3 works)