Children have always been referred to as “future leaders”, groomed by schooling for years and years to become versed and adaptive to cultural changes in almost any facet of society. Whether in the business, academia, or technology world, the youth are trained to not only stay current with changes but to anticipate them and spearhead their development. When it comes to technology, however, the implications for that spearheading could be much more complex than straightening out an economic crisis or researching a new theory. Advances in technology and different digital media platforms have started to challenge and change what it means to do something as fundamental as read. This has caused a shift in young children learning to read- from linear thinking to non-linear, something with great potential upside for society.
There are certain advances in technology that have taken charge of this whole ‘rethinking the reading process’ idea. Hypertext is one of the earlier developments. After that, in the early 2000’s, came social media sites like Myspace and Facebook, followed closely by Twitter, Instagram, and many more. Transmedia storytelling is another aspect of digital literature that will be used to explore children’s ability to comprehend complex, non-linear thinking. All three of these components of digital literature require a different set of skills than traditional print. The ability to create or read a story that isn’t in a “normal” order requires a high level of patience and commitment that most young children aren’t at.
Hypertext has become a staple of online interactivity. From games and visual texts to emails and internet browsing, hypertext is everywhere. It’s the foundation of this papers format and content. Hypertext isn’t even exclusive to computer technology, as choose-your-own-adventure stories have been around long before and most often were written for children. However, the introduction of hypertext regarding computers sparked a much more immersive way for people, including children, to consume and process information.
Hypertext dates back to Poststructuralism, with the works of Derrida and Foucault laying the ideological framework for digital hypertext before it was even close to being a reality. According to George Landow’s Hypertext, “hypertext allows readers to choose their own paths and move easily among any number of linked documents, the single, authoritative center to a discourse becomes destabilized” (Landow). The idea of a discourse becoming destabilized is exactly what pulls people into a hypertext, the fact that there is no linear plot so the reader is allowed to piece it together themselves.
So, how does hypertext technology challenge the way that children learn how to read, and ultimately, think? Well, a study at the University of Valencia “provides initial evidence that hypertext navigation overviews are particularly useful for students with low sustained-attention skills” (Salmeron, Garcia). Hypertext, in general, is much more immersive than traditional print, as it gives children the opportunity to design their own learning experience, following only hyperlinks that they are interested in.
A separate study was done on whether children prefer linear or non-linear, hypertext, storytelling techniques. Two separate classes of third graders spent eight weeks on a collaborative learning project, in which, the first group each wrote their own linear stories for four weeks and then spent the next four working with one another to improve and edit their work. The second group did the same exact thing, but experimenting with non-linear storytelling instead. It was found in the linear group that the “children deeply relied on evaluating the relationship, continuality and coherence of story path before sequentially participating in building up the story” (Lui). A limitation is seen here with the linear approach to learning. Children get very caught up with making sure they stay consistent in their stories instead optimizing their creativity to tell it in a different way. It was discovered through an end-of-the-study survey that “children in the nonlinear group performed superior to those of linear group in all four factors [derivation, remix, ownership, and positive independence]”.
Once it was discovered how accessible hypertext technology was, social media platforms that were just starting out started taking advantage. Facebook and Myspace were the earlier ones, paving the way for all of the ones out there today. Twitter is one of the most popular social media platforms today. A site that allows users to post short “tweets”, usually including a link to another site or article for the world to see. It’s also interesting that children today are the most active on social media than ever before. For the next section of the paper on Twitter, follow this.
An extremely crucial part of the reason why children in the past few decades have been pushed to think in non-linear ways is due to the rapid expansion of transmedia storytelling. Henry Jenkins, one of the leading scholars in the field, said in Transmedia 101 that it is “a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience”. For example, a fan of Harry Potter may read all of the books but still not be experiencing the “unified and coordinated” experience that is the sum of all of the Harry Potter movies, shows, games, toys, etc. It sounds like a lot to ask of the average fan to dedicate so much time to unraveling the entirety of the world, but Jenkins believes the opposite. He says, “we are drawn to master what can be known about a world which always expands beyond our grasp. This is a very different pleasure than we associate with the closure found in most classically constructed narratives” (Jenkins). Humans are naturally curious beings, with a desire to know things that are unknown, so it’s understandable that reading things with a clear, linear end might be less appealing to a child with a shorter attention span.
Now, of course, the transmedia stories that exist today are different than the ones that were around just ten to twenty years ago. Most of them were expansions of Disney or Pixar movies like Toy Story and Lion King. Today, however, there are many more options for media platforms to take on a transmedia story. Technology that is mainstream now, that wasn’t then, includes smartphone and computer apps. These have transformed the way that people get information- from whenever possible to whenever convenient.
For example, a recently popular installment of a famous transmedia story, Pokemon, is a perfect example of how smartphone technology is changing the way children learn to read. Pokemon Go is a smartphone game designed to continue on the story of Pokemon and capitalize on the strong fan-base that it has acquired and maintained over twenty years. It’s not surprising that Pokemon Go became one of the most successful video games ever, as fans of the story are already used to reading it non-linearly, across television shows, movies, books, video games, and the playing cards that started it all.
From the same study that found that youth spend the most time daily on different types of media, it was concluded that “transmedia formats for children may even enrich educational concepts… High engagement and media enjoyment result in children’s more elaboratively processing information and thus encourage self-regulated learning” (Pietschmann). The process of non-linear learning is more stimulating for a lot of people, including children, and can get them interested in doing more learning outside of school, perhaps even for pleasure.
Through all of these different aspects of digital literature, it’s clear that what most people read on a daily basis is non-linear, as opposed to older, slowly expiring methods of texts like books, newspapers, and magazines. As a result, children are becoming subconsciously wired to read and think in more abstract ways than before. While there are many drawbacks to constant technology use, the idea that it could teach kids how to keep an open mind and get them more interested in reading has massive implications for society. As “future leaders”, children who have gained the patience and creativity to read in non-linear ways have the opportunity to free themselves of the limitations of linearity and be true innovators.
Works Cited
Jenkins, Henry. “Transmedia Storytelling 101.” Henry Jenkins, Mar. 2007, henryjenkins.org/2007/03/transmedia_storytelling_101.html.
Landow, George P. “Hypertext: The Convergence of Contemporary Critical Theory and Technology.” Criticism , vol. 4, 2000, file:///C:/Users/Tucker/Downloads/Landow%20Hypertext%20(1).pdf.
Lui, Chen-Chung, et al. “Children’s Collaborative Storytelling with Linear and Nonlinear Approaches.” Social and Behavioral Sciences, Procedia, 6 May 2010, http://www.sciencedirect.com/science/article/pii/S1877042810008116.
Pietschmann, Daniel. “Limitations of Transmedia Storytelling for Children: A Cognitive Developmental Analysis.” International Journal of Communications, vol. 8, 2014, ijoc.org/index.php/ijoc/article/viewFile/2612/1205.
Salmeron, Ladislao, and Victoria Garcia. “Children’s reading of printed text and hypertext with navigation overviews: The role of comprehension, sustained attention, and visio-spatial abilities.” J Educational Computing Research , vol. 47, no. 1, 2012, journals.sagepub.com/doi/pdf/10.2190/EC.47.1.b.