One of the core concerns in learning sciences is “What new types of learning have emerged in digital natives in the gaming generation?” There are varied ways to inquire into the question of they have learned. In 21 century, new way of reusing, remixing, and re-making information/game/image/video is in particular attractive to youths. This highlights the importance for educators and policy makers to understand where our youths are in terms of their capabilities to participate in the new media ecology. This capability can be conceptualized as prosumption. In this study, we empirically study the gaming generation bring their prosumption abilities into classroom. Prosumer is capable of intricately embedding his values and thoughts. Such insights are important and viewed as “a prerequisite” for effective participation in the 21st century information society.