Literature Review - How We Think: Digital Media and Contemporary Technogenesis

In terms of education, digital media has dramatically change the way we think, especially in terms of how we learn with new technologies providing new and innovate methods. eLearning was introduced as a more cost effective but more efficient way of learning which only became more successful with the rise of technologies. In recent years, gamification, virtual reality (VR), and augmented reality (AR) have been tested as an alternative learning method to make the users interact and engage more with the content. Hayles (2012) purposes that:

"The classroom is no longer sufficient for the needs of web pedagogy; needed are flexible laboratory spaces in which teams can work collaboratively, as well as studio spaces with high-end technologies for production and implementation" (p. 5).

However, the introduction of SmartByte intends to take this a step further by not requiring the need of 'studio spaces with high-end technologies' in order to collaborate. Having a collaborative learning platform at close proximity at all time enables users to collaborate in a learning style for efficiently without the need to physical spaces.



With learning becoming more digital through eLearning methodologies, this makes communication faster resulting in an more effective was to collaborate with others. This is especially an important requirement for SmartByte. With the capabilities to now code mobile applications to whatever level of complexity desired, this allows for creativity in the way we learn and interact. Hayles (2012) also elucidates on the fact that digital media is practical with multi-media devices becoming more pervasive as "they push us in the direction of faster communication, more intense and varied information streams, more integration of humans and intelligent machines, and more interactions of language with code" (p. 11). This is portraying eLearning in a positive manner and suggests that learning will only become more digital with new means of technology always being introduced into the industry.

Hayles (2012) also goes onto discuss the implication of reading content and that 'hyper reading' "is a strategic response to an information-intensive environment, aiming to conserve attention by quickly identifying relevant information, so that only relatively few portions of a given text are actually read" (p. 12). On of SmartByte objectives is to eliminate the need to 'hyper read' by offering bitesize content that the users will be able to extract with ease. When learning, especially if the topic of content is tedious, attention levels may dip. The introduction of bitesize content will therefore increase attention span resulting in a more effective way to learn.

In conclusion, Hayles (2012) raises an interesting perception of the digital era and how this has had an impact on how we think, or in this cases, how we learn. This reading has outlined and backed up some of the theories that I have implemented into SmartByte.



Bibliography



Hayles, N.K. 2012. How We Think: Digital Media and Contemporary Technogenesis. Chicago ; London: University of Chicago Press.

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