Teens are constantly in a state of living and learning, they are constantly taking in information through peers, media, family and various forms of technology. With so much information coming and at fast rates, it's no wonder why teens get confused. "But another possibility is that confusion is itself a step toward learning — an experience that motivates the learner to reconcile an inconsistency or remedy some deficit (Lombrozo, 2015)." Teens need to think about what they can say or do, take a picture of and post, and so much more. The difference now is that with technolgy, it is now recorded for time to see. This adds extra layers of thoughts, ideas and peer pression which then can lead to confusion. Teens generally look at the world through their own eyes but how can they start to see the world through a different perspective?
How can we as teachers help students through these years and all the confusion that come with growing up in an age of technolgy? By using what they know and understand - technolgy.
Digital Compass is an interactive game that is focused towards teens and how to untangle the confusion of digital citizenship. It uses role-playing in order for students to see the world through another set of eyes. The game consists of 8 characters, all focused on a different digital problem you would find in a teen's everyday life.
Which character would you choose?
The story begins with a background story and then sets up a problem to which the student can decide which path he/she would like to take. Topics range from internet safety, cyberbullying, digital footprint, self-image and creative credit to name a few. Each of the stories have 9 possible endlings, 23 decision points, 32 paths and 50 possible combinations. "The positive and not-so-positive twists and turns emphasize the wide range of consequences in a student's daily digital life (Common Sense Media)."