Though all of Lankshear’s changes could apply, I feel that the fourth change “changes in the relative significance of, and balance among, different modes of knowing associated with digitization” is most applicable to me. In this section he distinguishes between propositional and procedural knowledge the former being the content and the latter how to find it. I feel though it is important to have a general breadth and depth of knowledge from reading, the humanities etc. knowing how to find the information and connect it is a more relevant skill set. Lankshear list three subcategories of increasing importance:
- Changes in identity and representation
- Changes in the representation of truth
- Rise in an “attention economy” and competition for attention
These three subcategories are foundation issues I will need to deal with in my work. I am interested in educational content development, i.e. creating interactive, engaging, educative, electronic content for classroom and cultural heritage facilities. I believe the primary way to achieve this will be through gaming and simulations. As such, the player/avatar identity creation and flexibility of representation is very important – (see Ch. 3 of Jim Gee’s book What Videogames Have to Teach Us about Learning and Literacy for more details). Changes in the representations of truth will be very important to the internal content of the game or simulation as only one truth can be represented at a time in game design. The only way to change this is through the choices the player/avatar makes, this point ties into procedural knowledge and knowing how to find information and connect it to get at the represented information. Lastly, the competition for attention will be the hardest to combat. Education based games are not funded in the way commercial games are and thus are not able to compete with the graphics and manoeuvrability that they offer. It will be necessary to constantly and innovatively compensate in order to gain and keep students attention.