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Digital natives are informally defined as youth who have grown up with the Internet. The term was originally coined to describe how youth seemed more comfortable and engaged with digital media (e.g., Internet, social media, video games) than their parents. The phrase has become widely used to analyze how youth respond to advertising, are being integrated into the work force, develop relationships and share information online, and pose challenges for educators at all levels of the educational system. The phrase is sometimes used synonymously with the millennial generation, referring to people born between 1980 and 2000, but since Internet usage became widespread in the 1990s, and there are many youth who have been born since the turn of the 21st century, this comparison is not an exact match. For Mark Prensky, an early user and popularizer of the term, digital natives is contrasted to digital immigrants, who are defined as people who grew up before the Internet and digital media were widely available.

The idea that young people can somehow be stereotyped as all having digital media skills has drawn considerable criticism from researchers who note that such stereotypes are not only false (because many youth do not have technology access or related skills) but also dangerous as a guideline for resource priorities and parental acceptance. This entry explores several areas of focused communication research on digital natives, including education, distraction, and political and social engagement. The entry concludes by examining some of the criticisms that offer precautions about the unreflective use of the concept.

Digital Natives in the Education System

The first discussions of digital natives were concerned with a “disconnect tragedy” in the educational system. Youth already immersed in visually rich environments, with attention enticements like “leveling up” in video games, and multiple information streams, quickly lose interest in a classroom with a talking head. While educators generally prefer slow and controlled release of information, usually in some linear sequence, and often highlight memorization, digital learners often prefer accessing information quickly through multiple sources, use of hyperlinked and at times chaotic information streams, and active and useful learning. Educators concerned with reaching the new digital natives were encouraged to use project-based learning, avoid lecturing, promote work in teams, set challenges and standards to ensure rigor, and tap into students’ passions and interests. In particular, because the teacher is no longer the “fountain of knowledge,” having been replaced by the Internet (e.g., Google and Wikipedia), some form of guided discovery learning, with some evaluative tools, is seen as a more engaging process.

In the midst of rising parental concern about the escalating use of video games, some researchers have noted that video games use many strategies that would be of benefit to educators, including online collaboration, planning and execution, problem-solving challenges that “level up” when a challenge has been mastered, and a rich media environment that keeps interest and engagement high. Many educators, seeking stronger learning connections with digital natives, now use games as part of the learning process, and new mobile phone and computer tablet apps that can track student performance as they develop visual identification or textual retention skills are available at low cost.

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