DigitalNatives

Information about DigitalNatives

Published on February 4, 2008

Author: Bianca

Source: authorstream.com

Content

Digital Natives – Engaging the New Learners:  Digital Natives – Engaging the New Learners Michèle Royer, PhD Bellevue Community College Presentation Outline:  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? Slide3:  The New World of Work Mobile and Collaborative Workplace:  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 Information and Technology Infusion:  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 Rapid Changes:  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 Rich Media, Interactivity and Web2.0:  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 New Work Skills:  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 Factors Pushing the Workplace:  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 Slide10:  The New Generation of Learners The Net Generation:  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 Digital Natives:  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 Today’s Learners Demand,” Educause, September/October 2005, pp 61-64 Teens and Technology Pew Internet Report – July 2005:  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 Teens and Technology Pew Internet Report – July 2005:  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 Net Gen Digital Tools:  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… Net Gen Interaction with Technology:  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 Net Gen Interaction with Information:  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 Net Gen Communication:  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 The “Gaming” Environment:  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 Net Gen Behaviors:  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 Net Gen Goes to College – EDUCAUSE Study 2006:  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 Net Gen Expectations towards Education:  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 Who is Teaching the New Learners:  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 Slide24:  The New World of College The New World of College:  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 “eTools”:  “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 iPods – Not Just for Music:  iPods – Not Just for Music Podcasts in Education:  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 Who’s Educasting?:  Who’s 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/University+and+college+podcasts/ Why Educasting?:  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 Podcast Resources:  Podcast Resources EDUCAUSE 7 things you need to know about Podcasting -www.educause.edu/ir/library/pdf/ELI7003.pdf Education Podcast Network - epnweb.org/ Podcast for Teachers - www.podcastforteachers.org iTunes U - www.apple.com/education/solutions/itunes_u/ Podcast 411 - www.podcast411.com/ Podcasting Tools - www.podcasting-tools.com/ Liberated Syndication – www.libsyn.com BLOGS:  BLOGS Blogs:  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 Blogs:  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 Blogs – Bringing New Voices to the Online World:  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 internet’s new storytellers – July 2006 Edublogs:  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 Why Edublog?:  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 Blog Resources:  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/ Blog Training and Support:  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 WIKIS:  WIKIS Wikis:  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 Who is using wikis?:  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-wiki/ Wikis – Getting started:  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 Wiki Resources:  Wiki Resources Using Wiki in Education www.scienceofspectroscopy.info/edit/index.php?title=Using_wiki_in_education WikiBooks en.wikibooks.org/wiki/Main_Page Wikimedia Commons commons.wikimedia.org/wiki/Main_Page Simulations and Games:  Simulations and Games Why Simulations and Games?:  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 Simulations and Games in Education:  Simulations and Games in Education National Geographic – Genographic Project www3.nationalgeographic.com/genographic/atlas.html 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 Social Networking and Virtual Communities:  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_websites Virtual worlds www.secondlife.com/; www.virtualworldsreview.com/ What Can you Do?:  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 Slide51:  Choosing your eTools Some Challenges:  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 Finding a New Teaching Model:  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? QUESTIONS?:  QUESTIONS? Michèle Royer [email protected]

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