A Pedagogy for Original Synners

Contributing Organization(s): MacArthur Foundation Digital Media and Learning Initiative, The


Author(s)/Creator(s): Steve Anderson; Anne Balsamo

Publishing Date: 2008-01-01

Issue Areas: Children and Youth; Media; Education and Literacy

Ownership/Rights Info: Copyright 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license.

Part of the Volume on Digital Young, Innovation, and the Unexpected

This essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams.

Access this research:

Available at: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262633598.241


Intended Audience: College/University Professors; General Public; Researchers

Type/Format: Whitepaper

Language code: English

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