challenge of the digital native generation 2010 wolce nec birmingham

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This was a seminar presentation at the World of Learning (WOLCE) Conference and Exhibition at the NEC Birmingham

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The Challenge of the Digital Native Generation

David Wortley FRSA

Serious Games Institute

Key Take Away Questions

What are Immersive Technologies? What is their impact on next generation learners ? How and where are they being used ? What are their benefits for education and business ? What are the future implications for business and

society?

Presentation Topics

Introduction to the Serious Games Institute Games and Learning The Challenge of Next Generation Learners New Interface Devices Emerging Challenges to Learning & Development Some Examples of Games for Learning Benefits to Business and Education

Introduction to the SGI

Serious Games Institute (SGI)

“An international centre of excellence for the application of immersive technologies to serious social and economic

issues”

Immersive Technologies

Games Virtual Worlds Social Networks

Immersive Technologies engage our hearts, minds and wallets

SGI Areas of Interest

Education Health Environment Smart Buildings

Relationships Interface Technology Innovation & Enterprise

Games and Learning

Games provide an immersive environment in which we become totally absorbed whether as a participant or a

spectator. They shape our opinions, attitudes, knowledge and behaviours.

Games and Learning

We have always learnt from games

What can we learn from Games ? Learn about ourselves Learn about others Learn about the world New skills Facts and information How to explore New perspectives,

attitudes and behaviours

How do we learn from Games ? Fun and enjoyment Total immersion Competition Freedom to take risks Desire to succeed Trial and error Repetition

Physical Simulation in a Game

Trains Paramedics to deal with casualties of explosions using realistic simulations

Social Network Games

The Challenge of Next Generation Learners

Digital Natives

Digital Media is changing our capabilities and attitudes

The Multi-Tasking Generation

There is medical evidence to indicate that the brains of young people are becoming

increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources

and to make judgements on which sources to give attention to.

How can/should society respond to this ?

Wii Generation

What’s different about Today ?

Who do we learn from ?Knowledge

ProfessionalsOur peers

Impact of Technology on Teaching Methods

Collaborative LearningTeacher & Learner

Hierarchical Learning Networked Learning

Assimilation of existing knowledge

Discovery of new knowledge

Facts or Information Handling ?

Student vs Teacher Student Generation Y Portfolio Career Digital Native Technophile (“Tech Savvy”)

“Multi-tasker”/task switcher “Connected” Mobile Short attention span Learner as “Producer” Collaborative Learning Distributed/Distance/ Mobile

Learning

Hanlan & Swift, 2007

TeacherBaby Boomer

Company Man/Woman

Digital ImmigrantTechnophobe?Serial-tasker?

Stand alone technologyStatic (“Cinemascope”)Long attention span?

Learner as “Consumer”Individual Learning

Centralized Learning

What’s different about Today ?

Apart from teachers, students, how we teach and what we teach

New Interface Devices

New Devices

3D controllers

New Devices

Brain wave controllers

New Ways of Learning

Games which shape behaviour

New Devices

Motion / Voice Controllers

New Ways of Learning

Watch, Copy, Feedback, Learn

Immersive Technologies changing the face of Learning

Emerging Challenges to Learning and Development

Rapid Training

Reducing time to effectiveness

Staff Recruitment & Profiling

Games and simulation used in selection and staff development

Developing a Culture

Shaping attitudes, building community

Motivating Staff

Embedded Games making stressful jobs more fulfilling and improving productivity

Building Community

The Challenges for HRD A fast changing world Generation Y learners Need to train quickly and cost effectively Recruitment, development and retention Developing an organisational culture Staff motivation Relationship management (internal & external)

Example Serious Games

Patient Rescue

Ship Simulation

Benefits to Business and Education

Benefits More engaged and motivated staff Increased workforce productivitySelf-directed lifelong learningReduced training costs and time to

effectivenessStimulated enterprise and innovationCommunity cohesion

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