Know what? How digital technologies undermine learning and remembering
Introduction
What does it mean to say we know something? Sometimes we are asserting a hunch or intuition, as in “I know you are right.” But on other occasions, we are talking about the fruits of mental effort applied to learning, as in “I know my multiplication tables.” Such knowledge is inextricably linked with memory. The development of writing enabled us to store much of what we know (along with stories we tell) on durable media. To learn something new, I can read about it. If I forget a fact or an event, I can look it up.
Digital technologies (including computers, networking, internet search capabilities, and programs such as GPS) have dramatically expanded our possibilities for durable back-ups for learning and remembering. While consulting printed works requires physical access, computers and the internet have put information literally at our fingertips. Resources available online make the internet a formidable challenger to the world's great libraries and to motivation for holding what we learn in our heads.
This article examines the effects of digital technologies on learning, knowing, and remembering in three cognitive domains: memory, physical navigation, and reading. Notions such as ‘learning’, ‘knowing’, and ‘remembering’ are at once imprecise and complex. Definitions vary, often reflecting particular psychological theories or philosophical stances. Here, we assume lay understandings of these terms. By ‘learning’, we mean acquisition of new information (as in learning how to conjugate a verb in French). By ‘knowing’, we have in mind either surface information (such as ocean temperature change over time) or analyzed information (leading to conclusions about climate change) that becomes part of our cognitive arsenal. By ‘remembering’, we mean committing what we learn or experience to short-term or long-term memory.
We begin our discussion with the impact on memory skills of internet searches for information. Next, we consider how GPS may be reshaping our abilities to navigate. Third, we turn to digital reading, as both a memory and navigation issue. We close by placing these analyses in pedagogical context, confronting how digital technologies in their various manifestations are redefining educational practices and, potentially, aspirations.
Section snippets
Memory and the internet
People increasingly turn to online search engines for data or information. But this usage is encouraging an attitudinal transformation as well. Rather than troubling ourselves to remember what we looked up (much less attempting to integrate such findings with prior knowledge), we treat the exercise as a one-off. After all, we can always look it up again. In the words of psychologist Paul Marsden, “Digital devices are the new flash drives of the mind,” with the result of generating ‘digital
The case of GPS
To further illustrate the powerful impact of digital technologies on learning and remembering, we consider GPS – the Global Positioning System. GPS was developed by the US Government for improving the accuracy of bombs (Milner, 2016). But for billions of us, that's now ancient history.
Today, we use GPS to locate ourselves in new cities or navigate familiar terrain. Taxi drivers deposit us at destinations neither we nor they could find independently. GPS enables us to skirt traffic jams or road
Reading, memory, and cognitive maps
We turn now from the impact of digital technologies on memory and on navigation skills to their effect on reading. As we shall see, memory and cognitive mapping are relevant when talking about reading in print versus digitally.
Researchers have been studying whether we read differently using print or digital devices. One group of studies has asked, do we comprehend better with print reading or with digital. A second line of research has explored whether users perceive they concentrate, learn, or
What do we want to know?
This article has considered three domains in which digital technologies potentially affect learning, knowing, and remembering. Our discussion has focused on the affordances of digital versus physical technologies, as well as research regarding how people behave when using these technologies. But there is another essential dimension to this discussion: education.
Given the explosive growth of digital technologies, what do we want people to know on their own? Parents, teachers, and educational
Charting a path forward
We understand a considerable amount regarding how the internet affects motivations to remember, how GPS reshapes incentives to construct spatial cognitive maps, and how reading onscreen differs from reading print. Our next step must be to bring these findings to bear on our thinking about cognitive goals, both in structured education and in our everyday lives as an informed public. Conceptualizing a concrete framework is no small feat, and we cannot undertake it here. However, building on the
Declaration of competing interest
No conflict of interest.
Naomi S. Baron is Professor Emerita of Linguistics at American University in Washington, DC. Her research focuses on the impact of technology on language, learning, and social interaction. She is a former Guggenheim Fellow, Fulbright Fellow, Visiting Scholar at the Stanford Center for Advanced Study in the Behavioral Sciences, and Visiting Professor at the University of Modena and Reggio Emilia. Among her books are Always On: Language in an Online and Mobile World and Words Onscreen: The Fate
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Naomi S. Baron is Professor Emerita of Linguistics at American University in Washington, DC. Her research focuses on the impact of technology on language, learning, and social interaction. She is a former Guggenheim Fellow, Fulbright Fellow, Visiting Scholar at the Stanford Center for Advanced Study in the Behavioral Sciences, and Visiting Professor at the University of Modena and Reggio Emilia. Among her books are Always On: Language in an Online and Mobile World and Words Onscreen: The Fate of Reading in a Digital World. Her newest book is How We Read Now: Strategic Choices for Print, Screen, and Audio.