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Digital Natives Engaging the New Learners

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Title: Digital Natives Engaging the New Learners


1
Digital Natives Engaging the New Learners
  • Michèle Royer, PhD
  • Bellevue Community College

2
Presentation Outline
  • The new world of work
  • The new generation of learners
  • The new world of college
  • The eTools in education
  • What can you do?

3
  • The New World of Work

4
Mobile and Collaborative Workplace
  • Beyond the traditional office
  • Anywhere, anytime connectivity
  • Portability of devices
  • Collaboration across distances and organizations
  • MS Vista collaborative environment
  • Web-conferencing

5
Information and Technology Infusion
  • Technology-enabled business processes
  • Increased access and management of information
  • Support all aspects of the business
  • Complex visual interfaces to information

6
Rapid Changes
  • Multiple jobs and careers throughout their
    lifetime
  • Continuous changes in technology tools and
    processes
  • Self-initiated learning
  • Continuous learning
  • Just in-time, just enough learning

7
Rich Media, Interactivity and Web2.0
  • All forms of media infused in communication
  • Users expect higher levels of interactivity
  • Social virtual communities are shaping the way
    people work
  • Virtual immersive environments are being explored
  • Intelligent systems are evolving the web and
    information searches
  • Visual interfaces are taking an increasing role
  • More active and complex collaborations through
    digital tools and environments

8
New Work Skills
  • Beyond IT literacy
  • Comfort with technology
  • Information management
  • Adaptability and flexibility
  • Ability to learn new skills, technologies and
    processes
  • Technology-enabled communication and team skills

9
Factors Pushing the Workplace
  • Globalization
  • Outsourcing
  • Competition
  • Collaboration
  • Increased shift from manufacturing to service and
    knowledge economy
  • New technology tools
  • The new generation of workers

10
  • The New Generation of Learners

11
The Net Generation
  • GenI, GenY, DGen, Net Gen, Millenials, EchoBoom
    Born after 1980
  • Marc Prensky (Digital Natives, Digital
    Immigrants)
  • www.marcprensky.com/writing/
  • Pew Internet American Life Project
  • www.pewinternet.org/
  • Jim Carroll
  • www.jimcarroll.com/articles.htm

12
Digital Natives
  • This generation has spent 10,000 hours with
    video games sent or received 200,000 emails
    spent 20,000 hours watching television and 10,000
    hours on the cell phone
  • Marc Prensky, Engage Me or Enrage Me, What
    Todays Learners Demand, Educause,
    September/October 2005, pp 61-64

13
Teens and Technology Pew Internet Report July
2005
  • 87 of teens 12 to 17 use the internet
  • 51 of teen internet users go online daily
  • 81 play games online
  • 76 get news online
  • 43 buy online
  • 31 get online health information

14
Teens and Technology Pew Internet Report July
2005
  • 45 of teens have cell phones and 33 are texting
  • 75 of online teens use IM
  • 32 of all teens use IM every single day
  • They use email to talk to old people,
    institutions, or send complex instructions to
    large groups
  • They use IM to send text, links, photos, music
    and videos
  • They spend 10 hrs/wk with friends in person and 8
    hrs via technology

15
Net Gen Digital Tools
  • Email, IM, Chat rooms, Cell phones, Blogs,
    Webcams, Camera phones, TV, Internet, mp3
    players, Podcasts, Vodcasts, Wikis, Digital video
    cams, Gaming consoles, Digital music, PDAs,
    Online gaming, Digital photos, Computer
    simulations, Massively multiplayer online games,
    Online reputation and rating systems, Folksonomy,
    Social networks (such as MySpace and FaceBook),
    Virtual worlds (such as Second Life), Multimedia,
    Smart phones, Moblogs, Mods, Avatars, Streaming
    media, Laptops, Virtual communities, Internet
    forums, Media sharing (such as YouTube and
    Flickr), Social cataloging, citations and
    annotating, Social bookmarking, (such as
    del.icio.us and Furl), Mashup, Clipping, Swickis

16
Net Gen Interaction with Technology
  • They are technology natives
  • Expect technology and anywhere, anytime
    connectivity
  • Depend on multiple technologies
  • Eager to experiment with new technologies
  • Use technology to form social and professional
    networks

17
Net Gen Interaction with Information
  • Rely on the net as information source
  • Constant access to media and information
  • Rely on peers for information ratings
  • Hypertext minds - Non-linear thought process
  • Highly visual
  • Share information openly

18
Net Gen Communication
  • Multiple, overlapping communication processes
  • Instant communication
  • Prolific communicators
  • Broadcast personal information to the world the
    Me generation
  • Worldwide social networks
  • Fluid, interactive and
  • media-rich communication

19
The Gaming Environment
  • High speed, highly changing, complex environment
  • Customizable and adaptive
  • High stimulation and interactivity
  • Instant feedback and frequent rewards
  • Highly visual
  • Media-rich and diverse

20
Net Gen Behaviors
  • Competitive
  • Collaborative
  • Multitask and parallel process
  • Crave interactivity and participation
  • Expect immediate feedback
  • Fast learners and early adopters
  • Creative and curious
  • Depend on complex, networked environments
  • Attention span easily bored?
  • Focus in and out, back and forth

21
Net Gen Goes to College EDUCAUSE Study 2006
  • 98 own a PC and 75 of freshman own a laptop
  • 61 own an electronic music/video device
  • 20 own a PDA or a smart phone, or both
  • Fewer than 10 depend on dial-up access, and 36
    own a wireless hub
  • 71 download music or video files and use social
    networks such as Facebook
  • 73 play computer/video games
  • 28 use software to create or edit video/ audio
    files
  • 29 create web pages
  • The average student spends 23 hours a week using
    various technologies

22
Net Gen Expectations towards Education
  • Choose what kind of education
  • they buy, and what, where and how
  • they learn
  • Adaptive, responsive and learner-centered
  • Technology and media in the classroom
  • Interactivity and a rich and diverse learning
    environment
  • Collaborative learning
  • Modular and customizable education

23
Who is Teaching the New Learners
  • At Bellevue Community College, the Digital
    Natives account for 64 of all credit taken
  • The majority of BCC faculty are Digital
    Immigrants
  • Mike Talbott The Digital Natives in Higher
    Education July 06

24
  • The New World of College

25
The New World of College
  • New college writing requirements include
    multimedia literacy
  • Publishing lectures and curriculum on the net
  • Incorporation of new technology tools in the
    learning process
  • Increased collaboration through technology tools
  • Blurring of the lines between in and out of
    classroom learning

26
eTools
  • Podcasts
  • Blogs
  • Wikis
  • Digital simulations and games
  • Social networking and virtual communities
  • Resource Blogs, Wikis, Podcasts, and Other
    Powerful Web Tools for Classrooms by Will
    Richardson

27
iPods Not Just for Music
28
Podcasts in Education
  • In 2004, Duke U distributed 1,650 iPods to
    incoming Freshman preloaded with academic
    information they were also used by 33 courses
    during the spring semester. They were used for
  • Course content dissemination
  • Classroom recording
  • Field recording
  • Study support
  • File storage and transfer

29
Whos Educasting?
  • Individuals
  • K-12 schools
  • Community Colleges - Edmonds, Tacoma, Highline,
    Bellevue, Skagit Valley.
  • Universities - itunes.berkeley.edu,
    itunes.stanford.edu
  • webcast.berkeley.edu/courses/index.php
  • itunes.stanford.edu/
  • Education Podcast Network epnweb.org/

museum-podcasts-swicki.eurekster.com/Universityan
dcollegepodcasts/
30
Why Educasting?
  • Relatively easy cheap to produce
  • Accessible to anyone with an Internet-connected
    computer, a mic and headsets
  • Humans process spoken words faster than printed
    words
  • Listeners can play it when where they want...
    replay it as many times as wanted
  • Enhances curriculum delivery
  • Addresses needs of audiovisual learners or to
    some extent those with learning disabilities

31
(No Transcript)
32
Podcast Resources
  • EDUCAUSE 7 things you need to know about
    Podcasting -www.educause.edu/ir/library/pdf/ELI700
    3.pdf
  • Education Podcast Network - epnweb.org/
  • Podcast for Teachers - www.podcastforteachers.org
  • iTunes U - www.apple.com/education/solutions/itune
    s_u/
  • Podcast 411 - www.podcast411.com/
  • Podcasting Tools - www.podcasting-tools.com/
  • Liberated Syndication www.libsyn.com

33
BLOGS
34
Blogs
  • Easily created and updatable website
  • Collect an individual or a group commentaries,
    reflections, conversations around a theme
  • Updated often, sometimes every day
  • Heavily text-oriented, also include media
  • Readers can post comments

35
Blogs
  • 25 million blogs at the beginning of 2006, an
    estimated 70,000 new blogs added daily
  • Research showed that blogs can
  • Promote critical and analytical thinking
  • Promote creative, intuitive and associational
    thinking
  • Combine the best of solitary reflection and
    social interaction

36
Blogs Bringing New Voices to the Online World
  • Blogging is inspiring a new group of writers and
    creators to share their voices with the world
  • 54 of bloggers have never published their
    writing or media creations anywhere else
  • The blogging population is young, evenly split
    between women and men, and racially diverse
  • Bloggers are avid consumers and creators of
    online content
  • Pew Internet Report Bloggers, A portrait of the
    internets new storytellers July 2006

37
Edublogs
  • Used as class portals
  • Student individual or team site
  • E-portfolio
  • Collaborative project space
  • The Secret Life of Bees
  • weblogs.hcrhs.k12.nj.us/bees/
  • School committees and groups

38
Why Edublog?
  • Share knowledge beyond your class and
    organization
  • Involve collaboration from outside experts in the
    curricular activities
  • Involve students from other classes, other
    institutions across the world
  • Archive student and teacher work
  • Everyone can have a voice

39
Blog Resources
  • Google blog search
  • blogsearch.google.com/
  • Topblogs
  • www.bloglines.com/topblogs
  • Edublog resources
  • www3.essdack.org/socialstudies/blogs.htm
  • Edublog awards
  • incsub.org/awards/

40
Blog Training and Support
  • Explore existing blogs
  • Establish blogging guidelines and policies
  • Select a blog software
  • Technical training and support
  • Experiment and share best practices
  • Involve students in the process

41
WIKIS
42
Wikis
  • Truly collaborative websites
  • Where anyone can edit anything they want, anytime
  • Can be password protected
  • Include a page history
  • A wiki is a type of website that allows visitors
    easily to add, remove, or otherwise edit and
    change some available content, sometimes without
    the need for registration. This ease of
    interaction and operation makes a wiki an
    effective tool for collaborative authoring.
    en.wikipedia.org/wiki/Wiki

43
Who is using wikis?
  • Corporations to manage documents and information
  • All types of project teams
  • Collaborative online curriculum
  • Repository for online resources
  • South African High School Curriculum
  • High School Online Collaborative Writing
  • Hit Lab Gas Works Games and Simulation
  • www.ikiw.org/2006/06/03/vicki-davis-westwood-wiki-
    7-what-skills-do-students-learn-from-using-the-wik
    i/

44
Wikis Getting started
  • Explore wikis
  • Develop wiki guidelines and policies
  • Select a wiki tool
  • Develop faculty and student wiki community
  • Get and give formal and informal training

45
Wiki Resources
  • Using Wiki in Education www.scienceofspectroscopy.
    info/edit/index.php?titleUsing_wiki_in_education
  • WikiBooks en.wikibooks.org/wiki/Main_Page
  • Wikimedia Commons commons.wikimedia.org/wiki/Main
    _Page

46
Simulations and Games
47
Why Simulations and Games?
  • Problem solving and strategy development
  • Interaction with others in multiplayer games
  • Fast reaction, decision-making, consequences
  • Acquire, memorize and integrate large information
    sets
  • Parallel processing and visual interpretation
  • Experiential and fully engaging
  • Creativity and role-play
  • Self pacing and real-time feedback
  • Trade information and items in complex social
    communities
  • Navigate through complex and ever-changing
    environments

48
Simulations and Games in Education
  • National Geographic Genographic Project
  • www3.nationalgeographic.com/genographic/atlas.htm
    l
  • University of North Carolina ECON 201
  • 2006 Campus Technology Innovators
  • web.uncg.edu/dcl/econ201/trailer.html
  • U.N. World Food Program Food Force
  • LegSim virtual legislature used in government
    classes. 1500 students across the U.S. and Europe
    used LegSim during the 2005-06 school year.
  • SimCity is a simulation and city-building
    computer and video game
  • Hit Lab Gas Works Games and Simulation

49
Social Networking and Virtual Communities
  • Social bookmarking (folksonomies)
  • del.icio.us/ furl.net/ www.digg.com/
    www.citeulike.org/
  • Media sharing sites
  • www.flickr.com/ www.youtube.com/ Google Images
    Google Videos
  • Social networking
  • www.myspace.com/ www.facebook.com/about.php
    en.wikipedia.org/wiki/List_of_social_networking_we
    bsites
  • Virtual worlds
  • www.secondlife.com/ www.virtualworldsreview.com/

50
What Can you Do?
  • Start slow
  • Involve the campus community (faculty, staff,
    students)
  • Work with mentors, peers and students
  • Develop policies and guidelines
  • Share best practices
  • Involve the campus Information Resources
    department

51
Choosing your eTools
52
Some Challenges
  • Administrative support
  • Evaluation of teaching by old standards
  • Access to technology tools
  • Technical support, resources and standards
  • Training of teachers
  • Bandwidth
  • Diversity of students in
  • Access to technology
  • Not all students are technology natives

53
Finding a New Teaching Model
  • What is the role of the teacher when information
    can be accessed through the net? When the
    students know more about the tools than the
    teachers?
  • What is the role of the classroom when learning
    can be acquired anytime, anywhere?
  • Which technologies will you allow into your
    classroom? Which ones will you use to support the
    learning?

54
QUESTIONS?
  • Michèle Royer mroyer_at_bcc.ctc.edu
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