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1
The Next Generation Learner
The Next Generation Learner
Diana G. Oblinger, Ph.D.EDUCAUSE Live, July 21 2004
Copyright Diana G. Oblinger, 2004. 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 reproduced materials and notice is given that the copying is by permission of the
author. To disseminate otherwise or to republish requires written permission from the author.
Copyright Diana G. Oblinger, 2004. 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 reproduced materials and notice is given that the copying is by permission of the
author. To disseminate otherwise or to republish requires written permission from the author.
2
KidsKids
3
Children age 6 and under
• 2.01 hours / day playing outside
• 1.58 hours using computers
• 40 minutes reading or being read to
• 48% of children have used a computer
• 27% 4-6 year olds use a computer daily
• 39% use a computer several times a week
• 30% have played video games
00
1.01.0
2.02.0
PlayPlayoutsideoutside
Use Use computercomputer
ReadingReading
– Kaiser Family Foundation, 2003
4
Teen’s web use
• 100% use the Internet to seek information on colleges, careers and jobs
• 94% use the Internet for school research
• 41% use email and instant messaging to contact teachers or schoolmates about class work
• The Internet is their primary communication tool― 81% email friends and relatives― 70% use instant messaging to keep in
touch― 56% prefer the Internet to the telephone
– Lenhart, Simon & Graziano, 2001; NetDay, 2003
5
What kids want from the net
– Grunwald Associates, 2003
New & exciting
Base: Kids 9-17
0 10080604020
Learnmore/better
Community
Show otherswhat I can do
Be heard
Percentage
6
What would you do without the Internet?
• “We could not do any schoolwork”
• “We have to have the most current, up to date information to be accurate”
• “Devastated—everything would be so much harder and take so much longer to do”
• “We depend upon having the Internet now”
How would your schoolwork be affected if you no longer had access to the Internet anywhere?
– – NetDay, 2003NetDay, 2003
7
College studentsCollege students
8
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―Howe & Strauss, 2003
9
Freshman experience base
• Ctrl + Alt + Del is as basic as ABC
• They have never been able to find the “return” key
• Computers have always fit in their backpacks
• They have always had a personal identification number
--Beloit College, 2003
• Paul Newman has always made salad dressing
• Bert and Ernie are old enough to be their parents
• Gas has always been unleaded
10
Today’s learners
• Digitally literate
• Mobile
• Always on
• Experiential
• Community-oriented
11
Media literacy
• 10,000 hours video games
• 200,000 emails
• 20,000 hours TV
• 10,000 hours cell phone
• Under 5,000 hours reading
By age 21, the average person will have spent
– Prensky, 2003
00
50005000
1000010000
1500015000
2000020000
2500025000
E-mailsE-mailsVideo Video GamesGames
ReadingReading
TelevisionTelevision
Cell Cell PhonePhone
12
Internet: A social technology
• Net Gen’ers use the Internet primarily as a social technology
• While at home, students use the Internet to maintain multiple lines of communication with others―IM used for quick communication (e.g.,
What’s up?)―Email or phone used for longer
communication
• Home computer is repository of important information; other devices used to transport the material (laptop, PDA)
--Lextant, 2003
13
Out of class experience
• The largest discretionary block of time for students is outside of class
• Students have clearer memories of singing or writing or volunteering than of a class
―Kuh, et al.,1994 & Light, 2001―Kuh, et al.,1994 & Light, 2001
• 4/5th of students said the specific incident that changed them profoundly took place outside of the classroom
• Learners construct their own courses of learning, often facilitated by technology
14NetGen learning preferences
• Teams, peer-to-peer
• Structure
• Engagement & experience
• Visual & kinesthetic
• Things that matter
15Net Gen strengths
• Multitasking
• Goal orientation
• Positive attitudes
• Collaborative style
• Technology savvy
―Raines, 2002―Raines, 2002
16
College Internet use
– Jones, 2002
• 79% Internet has a positive impact on academic experience
• 73% Use the Internet more than the library for research
• 72% Check email every day
• 60% believe the Internet has improved relationships with classmates
• 56% believe the Internet has improved relationship with professors
• 46% Allows them to express ideas that they would not have expressed in class
17
Rising expectations
• The rising expectations of computer-literate constituents are difficult to meet
• Service expectations―Self-service ―Customer-service―Immediacy―Customization―Choice
• Students want customizable learning experiences
• They are more vocal in expressing their opinions
18
Non-traditional becomes traditional
• More than half of undergraduates are women
• One-third are other than white
• 43% are 24 or older (i.e., of non-traditional college age)
• 80% are employed
• 39% are employed full-time
• 10% or undergraduates have a disability
• Number of students (ages 5-24) who speak a language other than English at home more than doubled from 1979 to 1999
―NCES, 2003
19
Adult learners
• 35% of undergraduates are adult learners
• 70% of all adult learners are female
• 38 is the median age of undergraduate adult learners
• 45% of adult learners are over years of age
• 80% of adult learners are employed
– Swail, 2002 citing NCES, 2002
20
Risk factors
• Part-time enrollment
• Delaying entry into post-secondary ed
• Lack of high school diploma
• Having children
• Being a single parent
• Financially independent
• Working full time while enrolled
--NCES, 2003
Risk factors associated with not completing a degree
21
Generational comparisonGenerational comparison
22
Product of the environment
• Video games
• Computers
GenerationGenerationXX
GenerationGenerationXX
• The Web
• Multiple, mobile devices
• Instant messaging
• Online communities
Net GenNet GenNet GenNet GenBaby Baby BoomersBoomers
Baby Baby BoomersBoomers
TV generation Typewriters Memos
23
Attitudes
TV GenerationPC
GenerationNet
Generation
Web What is it? Web is a tool Web is oxygen
Community PersonalExtended personal
Virtual
Perspective Local Multi-national Global
Career One careerMultiple careers
Multiple reinvention
Loyalty Corporation Self Soul
Authority Hierarchy Unimpressed Self as expert
―Savage, 2003―Savage, 2003
24
Age vs. online preferences
0
10
20
30
40
50
60
70
Mature Boomer Gen X Millenial
63%55%
38%
26%
(N = 27) (N = 324) (N = 814) (N = 344)
―Dzuiban, 2004―Dzuiban, 2004
Students who were very satisfied with Web-based learning by generation
Students who were very satisfied with Web-based learning by generation
25
ImplicationsImplications
26
InfrastructureInfrastructure
27Pervasive learning
• Mobile
• Federated devices
• Ubiquitous Internet
• Presence aware
• Integrated & aggregated
• Interactive
• Social
28
Digital archives
http://valley.vcdh.virginia.edu/
29
Learning objects
• Any digital resource that can be reused to support learning
• Customizes learning experiences
• Fosters new relationships through sharing content
• Streamlines course development
―Metros, 2003―Metros, 2003
30
Cyberinfrastructure
• Remote data collection
• First-person learning
• Development of expertise
NSF IIS-0329837
--Sanderson, 2004
3131
32
PedagogyPedagogy
33
Interaction
• Concept inventories
• Student response units
• Immediate results keep students engaged
• Allows real-time modification of instruction
A. About half as long for the heavier ball
B. About half as long for the lighter ball
C. About the same time for both balls
D. Considerably less for the lighter ball, but not necessarily half as long
E. Considerably less for the heavier ball, but not necessarily half as long
Two metal balls are the same size, but one weighs twice as much as the other. The balls are dropped from the top of a two story building at the same instant of time. The time it takes the balls to reach the ground below will be:
34
http://workbench.concord.org/modeler/ss3.htmlhttp://workbench.concord.org/modeler/ss3.htmlhttp://workbench.concord.org/modeler/ss3.htmlhttp://workbench.concord.org/modeler/ss3.html
Simulations
35
Visualizing problems
36
SCALE-UP
• Student Centered Activities for Large Enrollment Undergraduate Programs
• Class time spent on tangibles and ponderables
• Problem solving, conceptual understanding and attitudes are improved
• Failure rates are reduced dramatically
--Beichner & Saul, 2003
37
Augmented reality
• Combines physical world and virtual world contexts
• Embeds learners in authentic situations
• Engages users in a socially facilitated context
Computer simulation on handheld computer triggered by real world location
―Klopfer & Squire, 2003
38Environmental detectives
• Players briefed about rash of local health problems linked to the environment
• Provided with background information and “budget”
• Need to determine source of pollution by drilling sampling wells and ultimately remediate with pumping wells
• Work in teams representing different interests (EPA, industry, etc.)
―Klopfer & Squire, 2003
39Results
• Augmented reality: engaging and easy
• Cooperation and competition in game play
• Gender patterns appear (males are number driven; females are interpersonally driven)
―Klopfer & Squire, 2003
40
Questions to ask
• How well do we understand our students?
• Do we have an infrastructure that enables ubiquitous access?
• How interactive are our learning environments? Are there ways that technology could increase that interaction?
• What types of physical spaces will lead to greater learning? to greater community?
• Do we meet student expectations for service and convenience?