Dealing with complexity in a simple way: How visualization boost understanding in learning process. The Z Generation case. Barbara Bertagni* and Sophie Salvetti** 1. We need to learn all life-long to cope with change and complexity in a simple way In today’s word, the ability to assimilate and apply knowledge effectively is the key competence relevant for employability as well as for a good quality of life. Our world is becoming increasingly complex: both students and working people need to be able to deal with information and communication technologies, to speak different languages, to deal with different cultures, to be able to learn and improve their knowledge and know-how continuously (Bertagni, La Rosa and Salvetti, 2010). In a nutshell: in the knowledge era, people need to be able to learn quickly. They have to be adaptable to change and open to learn. Let’s focus on three cases. Akilah is a taxi driver in Dubai: for her job she needs a driver’s license, but this is not enough. She needs some knowledge in order to “handle” multicultural and multilingual clients and she has to deal daily with a city that is incessantly changing, challenging her ability to find promptly the right information about streets’ names and addresses. So she is supposed to deal with change and learning all work-life long. She has to be proactive to run her job in the best way possible, searching info and improving competencies with limited financial resources and with a little amount of time to invest on it. John is a brilliant young executive working in London and his company asks him to move to China with a higher job-position. He is very happy about this promotion, but he has some concerns about how he could manage his team in such a different culture: he doesn’t know the language nor the *
LKN-Logos Knowledge Network, Bern and Lugano; LOGOSnet Research Center, Turin. LKN-Logos Knowledge Network, Paris.
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The article is mainly the result of the work of Barbara Bertagni, who has shared the main hypotheses with Sophie Salvetti that was involved with testing educational solutions for young learners – both multimedia and on paper - such as apps, tutorials, e-REAL augmented reality multimedia tools. Paragraph 4 was written by both the authors.