Professional Documents
Culture Documents
Generation
Copyright Diana G. Oblinger, 2005. This work is the intellectual property of the
author. Permission is granted for this material to be shared for non-commercial,
educational purposes, provided that this copyright statement appears on the
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author. To disseminate otherwise or to republish requires written permission from
the author.
Environment
Product of the environment
• 27%
daily
4-6 year olds use a computer
– Prensky, 2003
Neuroplasticity
• 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
• For example, language learned
later in life goes into a different
place in the brain than when
language is learned as a child
―Prensky, 2001
Net Generation
The Net Generation
• Born in or after 1982
• Gravitate toward group activity
• 8 out of 10 say “it’s cool to be smart”
• Focused on grades and performance
• Busy with extracurricular activities
• Identify with parents’ values;
feel close to parents
• Respectful of social
conventions and institutions
• Fascination for new
technologies
• Racially and ethnically
diverse
―Howe & Strauss, 2003
Today’s learners
• Digital
• Connected
• Experiential
• Immediate
• Social
Net gen learning preferences
• Teams, peer-to-peer
• Engagement & experience
• Visual & kinesthetic
• Things that matter
Web as a reference library
Games are a way of life
Extended
Community Personal Virtual
personal
Multiple Multiple
Career One career
careers reinvention
Moderate IT
40
Extensive IT
30
Percentage
Limited IT
20
10
No IT Online
0
―Kvavik, 2004
Age vs. learning preferences
Mature Students who were very
satisfied with Web-based
60 63%
Boomer
learning by generation
55%
40 Gen X
38%
30
Percentage
Net Gen
26%
20
10
0 ―Dziuban, 2004
Adding not replacing
Face
-to-f
a ce
Online Blended
communication
or k s
ial netw
S oc
Learner expectations
• Head: knowledge of subject
• Hands: teaching skills
―Clear and systematic presentation
―Teaching at the right level
―Use of learning aids
―Stimulating student interest and
thinking
―Encouraging active learning
• Heart: concern for students
―Helpfulness
―Empathy for students
―Enthusiasm for subject and
teaching ―Noakes, 2005
What can you do?
• Make learning interactive and experiential
• Consider peer-to-peer approaches
• Utilize real-world applications
• Emphasize information literacy in courses
• Mix online and
face-to-face
• Encourage reflection
• Create opportunities for
synthesis
• Use informal learning opportunities
Nontraditional
learners
Time-constrained learners
• 7% academic difficulties
• 3% academic load too heavy
• 1% poor advisement
– Bleed, 2005
Limitations to learning
Work limits:
• 46% class schedules
• 39% number of classes
• 30% course options
• 30% access to library
• 80% participation in
extracurricular activities
– AACC, 2004
Life interruptions
Health issues
Work
Transportation responsibilities
problems Job shift
Limited time
– Bleed, 2005
What can you do?
Nontraditional learners have unique needs
• Make classes flexible
• Provide online options
• Tailor support systems to
the students’ needs
• Get data about what works
Engagement &
interaction
Questions that count
Two metal balls are the same size, but one
weighs twice as much as the other. The balls
• Concept are dropped from the top of a two story
building at the same instant of time. The time
inventories it takes the balls to reach the ground below
• Student response will be:
A. About half as long for the heavier ball
units B. About half as long for the lighter ball
• Immediate results C. About the same time for both balls
keep students D. Considerably less for the lighter ball,
but not necessarily half as long
engaged E. Considerably less for the heavier ball,
• Allows real-time but not necessarily half as long
modification of
instruction
Collaborative
projects
Ancient Spaces: Developed by the Faculty of the Arts, University of British Columbia
Historical simulation
• Players choose leadership of a country
• Interaction with variables on the economy,
policy, military, natural resources
• In multiplayer
mode, players can
IM each other
Computer-assisted 0.31
• Social
• Interactive
• Flexible
• Multipurpose
• Reconfigurable
• Open
―www.hole-in-the-wall.com
Growth in Internet use
Growth
2005 since
2000
Use the Internet 87% 73%
Go online daily 51% 42%
Play games online 81% 52%
Get news online 76% 38%
75% Use IM
Learn
more/better
Community
Show others
what I can do
Be heard
0 20 40 60 80 100
Base: Kids 9-17 Percentage – Grunwald, 2003
Multitasking while online
Listen to
radio while
online
Watch TV
while online
Talk on
phone while
online
Visit a site mentioned by
someone on the phone
Send an IM to
person you’re
talking to
Visit website
seen on TV
Visit website
mentioned on
radio
– Grunwald, 2004
Media saturated lives
• 6:21 hours watching TV
―Suter, 2001
Comfort zones differ
Students Faculty
Multitasking Single or limited tasks
Engaging Disciplined
Spontaneous Deliberate
―adapted from Himes, 2004
Student advice
• Be engaging; challenge us
• Be responsive: answer voice mails and emails; office hours still
matter
• Be seen: we’d like to see you and get to know you outside of class
• Set boundaries: tell us when you’re available
• Use technology appropriately: don’t be
“Power Pointless”
• Use real world, relevant examples
• Be an active participant in class; show
you are excited about the subject
• Ask students what they think
• Not everything needs to be on the Web
―Windham, 2005
Steps to take
1. Decide what is important
• Its not technology alone: Technology does not dazzle this
generation; they are interested in function/activity
– Dede, 2005
2. Determine which learner
characteristics are important
Desire to do it for themselves and to “make it their
Experiential own” is strong
Action Reflection
Visual Text
Social Individual
Process Content
Speed Deliberation
―Olds, 2005
The goal is an organization that is
constantly making its future rather
than defending its past.