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Republic of the Philippines

CAPIZ STATE UNIVERSITY


Tapaz Campus
San Julian Tapaz Capiz

Preferences of the Technology Generation


 What the old generation likes may not be the same as what the new generation prefers in their
life, work and leisure. Sad to say, much of the good things enjoyed by elders when they were
students are no longer available to the new generation. On the other hand, the new generation
is exposed with qick flicking video games, mobile phone texting, socializing through social web
sites, and downloading text/music/video with adeptness and task-switching speed

Text vs. Visual


 Our parents read books text, enriched by illustrations and photos. In order to research, they go
to the school library, use the card catalogue for needed books, and sign up to borrow books for
home reading
 The technology or digital generation has greater affinity to visuals (photos and video) compare
with text. In fact, they have been exposed since childhood to computer images such a manner
that their visual fluency or abilities have been sharpened and enhanced.

Linear text and Hypertext


 Linear text – are texts written in a traditional way without the aid of graphics
 Hypertext - a software system that links topics on the screen to related information and
graphics, which are typically accessed by a point-and-click method.

- The past 30-year old generation has obtained information in a linear, logical and sequential
manner. On the positive side, this has made them more logical, focused and reflective thinkers
- The new generation, however follows a personal random access to hyperlinked digital
information, less superior to elders in focus and reflection, Thus, They appear to be more easily
bored and distracted during class lectures.

Independent vs. Social Learner


 The traditional education system gives priority to independent learning, prior to participative
work. New learners. However, are already acquainted with digital tools that adopt to both
personal and participative work. They take the opportunity for dozen of instantaneous ways to
communicate with others mobile call and text, emails, Facebook, Youtube, Twitter, wikis, etc.
Experts describe this mode of digital learning as one that is based on experimentation, discovery
and intuition.

Delayed rewards and Instant gratification

 The traditional reward system in education consist in the grades, honor certificates/medals, and
diplomas. Including future jobs, the traditional school’s reward system consist of unclear
rewards for performance.
 On the other hand digital learners on their own experience more immediate gratification
through immediate scores from games, enjoyable conversation from the web cam calls,
excitement from email chats, and inviting comments from their Facebook account.
Role memory vs. Fun learning
 Teacher feel obliged to delivering content based courses, the learning of which is measurable by
standard test. Digital learners prefer fun learning which relevant and instantaneously useful to
them
 Learning is play to new learners and not surprisingly there is much fun in the digital world
outside the school.

Learning to do vs. learning to pass the test


 Old teachers teach students in order to help them to pass the test and complete the course
requirement. On the other hand, new digital learners simply wish to acqire skills, knowledge and
habits as windows of opportunity afford them to learn
 Our parents have complete course and have engaged in a permanent job for most of their lives.
A different work situation awaits the digital generation with the contractual, multitasked, and
multi-career opportunities in a general world ahead of them.
 In sum. Teacher need to connect with digital learners, and not think of them as entering their
past 30 years old traditional world. While there are apparent set backs or limitation to digital
learning, there are opportunities to tap through:
a) The new learners ‘ digital fluency with viseal learning with the use of audio visuals,
media and multimedia
b) Using hyperlinked multimedia for projects that enhance work focus and reflection;
c) Problem solving activities to suit the new generation’s style and preference for fn
and relevant learning

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