Technology and Learning in Higher Ed: Looking Beyond the Millenials

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Workshop on next generation learners given at various conferences - 2007.

Transcript of Technology and Learning in Higher Ed: Looking Beyond the Millenials

Technology and Learning in Higher Ed: Technology and Learning in Higher Ed: Looking Beyond the MillenialsLooking Beyond the Millenials

April 2007April 2007

Lesley BlickerDirector of IMS Learning and Next Generation TechnologyMinnesota State Colleges and Universitieslesley.blicker@csu.mnscu.edu

A Profile of Today’s Learners A Profile of Today’s Learners

- the Millenials- the Millenials

• The generation born between 1982 and 2000

• Also known as “Echo boomers,” the Net Generation, Digital Natives

• Very comfortable with technological learning tools including online learning and courseware, presentation software, Web page design, spreadsheet software

Source: “Identifying the Generation Gap in Higher Education: Where do Differences Really Lie?” Paula Garcia and Jingjing Qin. Innovate Journal of Online Education, April/May 2007. http://innovateonline.info/index.php?view=article&id=379

Product of the EnvironmentProduct of the Environment

• Video games

• Computers

• Email

GenerationGenerationXX

GenerationGenerationXX

• The Web

• Multiple, mobile devices

• Instant messaging

• Online communities

MillenialsMillenialsMillenialsMillenialsBaby Baby BoomersBoomers

Baby Baby BoomersBoomers

TV generation Typewriters Memos

A Profile of the Millenials – cont’dA Profile of the Millenials – cont’d

• Education-oriented

• More assertive information seekers

• No tolerance for delays

• The Internet is better than TV

• Doing is more important than knowing

• Multi-tasking is a way of life

• Typing is preferred to handwriting

• Staying connected is essential

Source: “Teaching and Learning with the Net Generation,” Barnes, Marateo, and Ferris. Innovate Journal of Online Education, April/May 2007. Also “Boomers, Gen-Xers, and Millenials: Understanding the New Students,” D. Oblinger, Educause July/August 2003.

Differences in Learning Styles Differences in Learning Styles

• Learn differently

• Varied forms of communication (easily bored with traditional learning methods)

• More hands-on, inquiry-based approaches to learning

• Less willing to absorb what is put before them

• Looking for immediacy

Source: “Teaching and Learning with the Net Generation,” Barnes, Marateo, and Ferris. Innovate Journal of Online Education, April/May 2007. http://innovateonline.info/index.php?view=article&id=382

Shift in Learning StylesShift in Learning Styles

• Shift from description to depiction • Peer-to-peer learning• Interactivity—an immediate response to

their each and every action

Source: Marc Prensky, 2001.

Are Their Attention Spans Really Short?Are Their Attention Spans Really Short?

• Yes…for the old ways of learning

• But NOT for games or for anything else that interests them

• They crave interactivity—an immediate response to their each and every action

• Traditional education provides very little of this compared to the rest of their world

Adapted from Marc Prensky, 2001.

What Caused the Learning Style Shift? What Caused the Learning Style Shift?

• Ingrained habits of seeking and retrieving information from the Internet

• Playing video games where instruction is needed only “just-in-time” or “on-site,”

• And something called neuroplasticity…

Adapted from “Teaching and Learning with the Net Generation,” Barnes, Marateo, and Ferris. Innovate Journal of Online Education, April/May 2007. http://innovateonline.info/index.php?view=article&id=382

NeuroplasticityNeuroplasticity

• The brain reorganizes itself throughout life: neuroplasticity

• Stimulation changes brain structures; the brain changes and organizes itself based on the inputs it receives

• Different developmental experiences impact how people think

Source: Marc Prensky, 2001. “Digital Natives, Digital Immigrants, Parts 1 and 2.” http://www.twitchspeed.com/site/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.htmhttp://www.twitchspeed.com/site/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part2.htm

Source: Marc Prensky, 2001. “Digital Natives, Digital Immigrants, Parts 1 and 2.” http://www.twitchspeed.com/site/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.htmhttp://www.twitchspeed.com/site/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part2.htm

Forest Park High School Digital Video Media Forest Park High School Digital Video Media Segment – The Millenials at School Segment – The Millenials at School

Digital NativesDigital Natives

Source: Marc Prensky, 2001.

“Every time I go to school I have to power down,” complains a high-school student.

"If I'm not texting my friends over the "If I'm not texting my friends over the cell phone, I have my laptop with me cell phone, I have my laptop with me and I'm IM'ing them. Or I'm doing and I'm IM'ing them. Or I'm doing research on Google. Honestly, the only research on Google. Honestly, the only reason any of my college friends use reason any of my college friends use the library is for group meetings."the library is for group meetings."

--Andrea Thomas, senior, Miami University--Andrea Thomas, senior, Miami University

Source: C/Net News.com Special Report: Taking Back the Web: New Generation Technologies Return Net to Social Roots. http://news.com.com/2009-1025-5944666-3.html

Always ConnectedAlways Connected

Media ExposureMedia Exposure

• Spent 10,000 hours on video games

• Read 200,000 emails• Watched 20,000 hours

TV• Spent 10,000 hours

on the cell phone• Spent under 5,000

hours reading

By age 21, the average person will have:

– Marc Prensky, 2003

00

50005000

1000010000

1500015000

2000020000

2500025000

E-mailsE-mails

Video Video

GamesGames

ReadingReading

TelevisionTelevision

Cell Cell PhonePhone

What Technologies are What Technologies are The Millenials Using?The Millenials Using?

Portable Devices and Portable Devices and Game ControllersGame Controllers

Self-publishing, “notice me” software; allows consumer to also produce. Digital connected is prized above all else.

Social TechnologiesSocial Technologies

3D Virtual Worlds (Games/Sims)3D Virtual Worlds (Games/Sims)

The Gen Nexters The Gen Nexters

• Students presently age 5-15; college entrance between 2010 and 2020

* Sometimes referred to as the Gen Nexters

• Fusion of mobile, IM and Web

• Widespread availability of Open Source software (esp. enterprise)

• 3D engine product ubiquity

• Customized educational opportunities

• Digital textbooks (e-books)

• Continuation of social networks moving to the 3D virtual world

Future Technology Trends Future Technology Trends

• Open standards approach to tool interoperability and integration

• Content-sharing beyond the bounds of one organization

• Cont’d blurring of content creator and consumer

• Web 2.0 tools (software people nuse without being told to)

• Mashups

Future Technology Trends Future Technology Trends