the next generation learner diana g. oblinger, ph.d. copyright diana oblinger, 2004. this work is...

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The Next Generation Learner Diana G. Oblinger, Ph.D. Copyright Diana 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.

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The Next Generation Learner

The Next Generation Learner

Diana G. Oblinger, Ph.D.

Copyright Diana 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.

The goal is an organization that is constantly making its future rather

than defending its past.

The goal is an organization that is constantly making its future rather

than defending its past.

―Hamel & Valiksngas, 2003

KidsKids

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

Teen’s web use

• 100% use the Internet to seek information on colleges, careers and jobs

• 74% of teens use IM as a major communication vehicle vs. 44% of online adults

• 54% of students (grades 7-12) know more IM screen names than home phone numbers

• The Internet is a 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

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

Kids are informed and influential

• 41% go online to get information about products/services before buying

• 65% go online to get information about products/services for parents

• 63% of kids discuss important family decisions with parents (family vacation, family car, PC purchase, etc.)

• 34% have emailed a company to ask, comment or complain about a product or service

• 20% say the Internet is a way for “my voice and opinion to be heard”

• 31% go online to vote for their favorite things (videos, TV shows, products)

– Yankelovich Youth Monitor, 2003

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

College studentsCollege students

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

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

Neuroplasticity

• The brain reorganizes itself throughout life: neuroplasticity

• Stimulation changes brain structures; the brain 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―Prensky, 2001

Today’s learners

• Digitally literate

• Mobile

• Always on

• Experiential

• Community-oriented

Hypertext minds

• Crave interactivity

• Read visual images

• Visual-spatial skills

• Parallel processing

• Inductive discovery

• Attentional deployment

• Fast response time

• Short attention spans

• Choose not to pay attention

• Reflection

• Practice

• Text literacy

• Source quality

QualitiesQualities ConcernsConcerns

――Prensky, 2001Prensky, 2001――Prensky, 2001Prensky, 2001

NetGen learning preferences

• Teams, peer-to-peer

• Structure

• Engagement & experience

• Visual & kinesthetic

• Things that matter

Informal learning

• The largest discretionary block of time for students is outside of class

• Informal learning is self-directed, internally motivated and unconstrained by time, place or formal structures

• Learners construct their own courses of learning, often facilitated by technology

―Sheppard, 2000; Dede 2004

• “The full range of students’ learning styles is undercut when interaction is limited to classroom settings.”

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

Sharing opinions

Non-traditional becomes traditional

• 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

• Non-traditional defined as:―Part-time enrollment―Delaying entry into post-secondary education―Lack of high school diploma―Having children―Being a single parent―Financially independent―Working full time while enrolled

―NCES, 2003

Three-fourths of students are “non-traditional”

English as a second language

– NCES, 2004

White

Base: High school sophomores

0 604020

African-American

Hispanic

Asian

Percentage

Adult learners

• 35% of undergraduates are adult learners

• 70% of all adult learners are female

• 38 is the median age of undergraduate adult learners

• 80% of adult learners are employed

– Swail, 2002 citing NCES, 2002

Educational goal:

•70% Degree

•30% Non-degree

Swirling

– NCES, 2001

0

20

40

10

30

Co-enrolled

Transferred

Attended more than 1 institution

Generational comparisonGenerational comparison

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, 2004

• Photographs have always been processed in an hour or less

• Bert and Ernie are old enough to be their parents

• Gas has always been unleaded

• Rogaine has always been available for the follicularly challenged

What is….

• FOAF

• Blog

• Wikipedia

• Orcut

• Flickr

• Slashdotted

• RSS

• Swarming

• Blogrolling

Friend of a friend

Web log

Community controlled encyclopedia

Social networking

Photo trading community

Geekdom fame for a day; referenced by Slashdot

News aggregator; syndication

Spontaneous group formation

Website links to increase stature of friends’ blogs

Not an age phenomenon

• Are you more comfortable composing documents online than long-hand?

• Have you turned your “remembering” over to a technology device (phone numbers, meetings, etc.)?

• Do you go to meetings with your laptop or PDA?

• Are you constantly connected? (The Internet is always on whether you are at home or work? Your cell phone is always with you?)

• How many different activities can you effectively engage in at one time?

• Do you have over 15 years experience playing video or computer games?

―Suter, 2001―Suter, 2001

Product of the environment

• Video games

• Computers

• Email

GenerationGenerationXX

GenerationGenerationXX

• The Web

• Mobile devices

• IM

Net GenNet GenNet GenNet GenBaby Baby BoomersBoomers

Baby Baby BoomersBoomers

TV generation Typewriters Memos

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

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

Student in-class preferences

―Kvavik, 2004―Kvavik, 2004

0

20

40

10

30

Limited IT

Moderate IT

No IT

Extensive IT

Online

Per

cen

tag

e

Today’s students are no longer the people our educational system was

designed to teach.

Today’s students are no longer the people our educational system was

designed to teach.

―Prensky, 2001

First-person learningFirst-person learning

Engaging learning experiences

LectureQ&A

Facilitated discussion

Case study

Debate

Problem solving

Game

Real project

Voting

Passive Active

Em

otio

nally

eng

agin

g

Active learning and IT

--Watson, 2004

Critical thinking

Problem solving

Gathering &

evaluating

information

Cooperative

groups

Learning to learn

Communication

skills

Varied learning

experiences

Analyzing

data

Research &

evaluationManaging

information

IT collaboration

Structured

documents

Students learn from thinking….thinking is engaged by

activity.

Students learn from thinking….thinking is engaged by

activity.

―Jonassen, 2003

InteractionInteraction

Pervasive learning

• Access to information, communication and computing is not limited by physical space

• Activities are distributed across space and time

• Information is virtually connected to locations

• Create multi-purpose ‘habitats’

• Augmented reality, smart objects, intelligent contexts

• Virtual environments

―Dede, 2004―Dede, 2004

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

Results

• 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

Learning and environment interplay

• Every student learns all the time―Learning occurs inside and outside of class ―Every setting can be a learning environment

• Direct experience shapes individual understanding―The brain’s activity is in direct proportion to its

engagement with stimulating environments―Concrete experiences solidify one’s understanding

of abstract concepts

• Individuals learn by establishing and reworking patterns, relationships and connections

• Change in environment is stimulating

—Crawley, 2004

Planning for the futurePlanning for the future

Step #1: What has changed?

• Do students have different learning preferences?

• Do we systematically apply what is known about learning?

• What does it take to be competent?

• Do we know what students need to succeed?

• Are we as competitive as we want, or need, to be?

Step #2: What are the options?

• What new options for teaching and learning are available?―Hybrid courses―Online labs―Simulations/games―Collaboration

• Can we make learning options more flexible?

• Can we alter the type of educational resources we use? What is the role of textbooks? Simulations? Games?

• Can we reconfigure space to provide more collaborative and group opportunities?

Step #3: What is our strategy?

• Innovation

• Quality service

• Personalized care

• Efficient, low-cost

• No choice

Step #4: How good is the fit?

Strategic Alignment

Is this initiative aligned with our long-term organizational goals?

Culture How will this fit with our institutional culture?

ArchitectureDoes the initiative adhere to the overall IT architecture?

OutcomesWhat kind of results do we expect from the initiative?

Risk Assessment

What is the risk of doing this? What is the risk of doing nothing? What can be done to reduce risk?

The future belongs to societies that organize themselves for learning

– Marshall & Tucker, 2003

© 2004 All rights reserved.

[email protected]@educause.edu