Don't bother me, Mom, I'm learning!
By Marc Prensky. 2006
750 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/0be096b4b8e86e498de65bd9d9c6a3827fbed8c8
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Milena M. Head
- Nicole L. Wagner
- Khaled Hassanein
- D. Student
- H. Dehghanzadeh
- Raymond C. Marateo
- E. Talaee
- Kassandra Barnes
Citations in the corpus
- Educational Video Game Design: A Review of the Literature (2007, background): “Employing cursory case studies of specific games and anecdotal comments from young video game players as evidence of his assertions, Prensky (2006) contrasted the nature of digital immigrants (those who have recently migrated to the use of digital technology) to that of digital natives (those who…”
- Teaching Strategies for the Net Generation (2009, methodology): “Their experience with the technology has enabled them to master complex tasks and make decisions rapidly (Junco & Mastrodicasa, 2007; Prensky, 2006).”
- Learning in immersive worlds: A review of game-based learning (2006, background): “The glossary of terms is included in Appendix B. Part Two: Using games in practice Young children today are part of the 'net generation' or the so-called 'digital natives' of the digital age (Oblinger and Oblinger, 2005; Prensky, 2001, 2006).”
- Multimedia Teaching with Video Clips: TV, Movies, YouTube, and mtvU in the College Classroom (2009, background): “Today’s Net Generation of students is so sophisticated with technology that they have been branded as digital natives (Prensky, 2001, 2006).”
- Who is Responsible for E-Learning Success in Higher Education? A Stakeholders' Analysis (2008, methodology): “The term " digital natives " has been used to describe the under 40 generation (Prensky, 2001; Prensky, 2006).”
- Teaching and Learning with the Net Generation (2007, background): “WebQuests are an example of “learning by doing,” a learning style that many say characterizes the Net Generation (McNeely 2005; Prensky 2006; Shutt n.d.).”
- Using gamification to support learning English as a second language: a systematic review (2019, background): “Such rapid demand for LESL requires a shift from traditional to advanced learning methods (Dehghanzadeh, Salimi, Dehghanzadeh, & Azizi, 2016; Prensky, 2006; Renandya & Widodo, 2016).”