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    Educating the NetGeneration

    Educating the Net

    Generation

    Diana G. Oblinger, Ph.D.

    Copyright Diana G. Oblinger, 2005. This work is the intellectual property of theauthor. Permission is granted for this material to be shared for non-commercial,educational purposes, provided that this copyright statement appears on thereproduced materials and notice is given that the copying is by permission of theauthor. To disseminate otherwise or to republish requires written permission fromthe author.

    Copyright Diana G. Oblinger, 2005. This work is the intellectual property of theauthor. Permission is granted for this material to be shared for non-commercial,educational purposes, provided that this copyright statement appears on thereproduced materials and notice is given that the copying is by permission of theauthor. To disseminate otherwise or to republish requires written permission fromthe author.

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    EnvironmentEnvironment

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    Product of the environment

    GenerationX

    GenerationGeneration

    XXBaby

    BoomersBabyBaby

    BoomersBoomersNet GenNet GenNet Gen

    Video games

    PC

    Email

    CDs

    Individualist

    Web

    Cell phone

    IM

    MP3s

    Onlinecommunities

    TV generation

    Typewriters

    Telephone

    Memos

    Family focus

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    Children age 6 and under

    2:01 hours / day playing outside

    1:58hours using screen media 40minutes reading or being read to

    48% of children have used acomputer 27% 4-6 year olds use a computer

    daily

    39% use a computer severaltimes a week

    30% have played video games Kaiser Family Foundation, 2003

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    Media exposure

    By age 21, the average person will

    have spent 10,000 hours video games

    200,000 emails 20,000 hours TV 10,000 hours

    cell phone

    Under 5,000 hours reading

    Prensky, 2003

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    Neuroplasticity

    The brain reorganizes itself throughout life:neuroplasticity

    Stimulation changes brain structures; the brainchanges and organizes itself based on theinputs it receives

    Different developmental experiences impacthow people think For example, language learned

    later in life goes into a differentplace in the brain than when

    language is learned as a child

    Prensk 2001

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    Net GenerationNet Generation

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    The Net Generation

    Born in or after 1982 Gravitate toward group activity

    8 out of 10 say its 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 newtechnologies

    Racially and ethnicallydiverse

    Howe & Strauss 2003

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    Todays learners

    Digital Connected Experiential Immediate

    Social

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    Net gen learning preferences

    Teams, peer-to-peer

    Engagement & experience Visual & kinesthetic

    Things that matter

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    Web as a reference library

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    Games are a way of life

    69% have played games sinceelementary school

    77% of students have played gamesby high school

    60% of college students are regular game players Games are part of students multitasking environment

    Games are integrated into daily life (and studying)

    29 is the average age of a game player

    $7 billion: Game sales in 2002--Jones, 2003

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    Attitudes TV Generation PCGenerationNet

    Generation

    Web What is it? Web is a tool Web is oxygen

    PersonalExtendedpersonal

    Multi-national

    Multiple

    careers

    Self

    Unimpressed

    Local

    Virtual

    Global

    Multiple

    reinvention

    Soul

    One career

    Corporation

    Hierarchy Self as expert

    Community

    Perspective

    Career

    Loyalty

    Authority

    Savage, 2003Savage, 2003

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    Student in-class preferences

    0

    20

    40

    10

    30

    Limited IT

    Moderate IT

    No IT

    Extensive IT

    Online

    Percentag

    e

    Kvavik, 2004Kvavik, 2004

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    Age vs. learning preferences

    0

    20

    40

    10

    30

    Percentage

    Dziuban, 200Dziuban, 2004

    Mature

    63%

    Boomer

    55%

    Gen X

    38%

    Net Gen

    26%

    Students who were verysatisfied with Web-basedlearning by generation

    Students who were verysatisfied with Web-basedlearning by generation60

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    Adding not replacing

    Face-to-face

    Blendedcommunication

    Online

    Social

    networ

    ks

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    Learner expectations

    Noakes 2005

    Use of learning aids

    Stimulating student interest andthinking

    Encouraging active learning

    Heart: concern for studentsHelpfulness

    Empathy for studentsEnthusiasm for subject and

    teachin

    Head: knowledge of subject Hands: teaching skills

    Clear and systematic presentationTeaching at the right level

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    What can you do?

    Make learning interactive and experiential Consider peer-to-peer approaches

    Utilize real-world applications Emphasize information literacy in courses

    Mix online andface-to-face Encourage reflection

    Create opportunities forsynthesis

    Use informal learning opportunities

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    Nontraditionallearners

    Nontraditional

    learners

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    Time-constrained learners

    35% of undergraduates are adult learners 87% commute 80% work At risk:

    Part-time enrollment Delaying entry into post-

    secondary ed

    Lack of high school diploma Having children

    Being a single parent Working full time NCES, 2003

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    Traditional targets of blame

    7% academic difficulties 3% academic load too heavy 1% poor advisement

    Bleed, 2005

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    Limitations to learning

    46% class schedules 39% number of classes 30% course options

    30% access to library 80% participation in

    extracurricular activities

    Work limits:

    AACC, 2004

    Lif i i

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    Life interruptions

    Health issues

    Financial problems Familyresponsibilities

    Limited time

    Work

    responsibilitiesJob shift

    Transportationproblems

    Bleed, 2005

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    What can you do?

    Make classes flexible

    Provide online options Tailor support systems to

    the students needs

    Get data about what works

    Nontraditional learners have unique needs

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    Engagement &

    interaction

    Engagement &

    interaction

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    Questions that count

    Conceptinventories

    Student responseunits

    Immediate resultskeep students

    engaged

    Allows real-timemodification 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 oneweighs twice as much as the other. The ballsare dropped from the top of a two storybuilding at the same instant of time. The timeit takes the balls to reach the ground below

    will be:

    C ll b ti

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    Collaborative

    projects

    Ancient Spaces: Developed by the Faculty of the Arts, University of British Columbia

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    Historical simulation

    Players choose leadership of a country Interaction with variables on the economy,

    policy, military, natural resources

    In multiplayermode, players canIM each other

    A t d lit

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    Augmented reality

    Players briefed about rash of local healthproblems linked to the environment Provided with background information

    and budget

    Need to determine source of pollution bydrilling sampling wells and ultimately

    remediate with pumping wells

    Work in teams representing differentinterests (EPA, industry, etc.)

    Klopfer & Squire, 2003

    Alt ti i t ti l t t i

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    Alternative instructional strategies

    Improvement compared with traditional methodsImprovement compared with traditional methods

    Net effect(std. dev.)Pedagogical approach

    Active learning 0.25

    Computer-assisted 0.31

    Cooperative learning 0.51

    0.51Small group learning

    Pascaralla & Terenzini 2005

    R d fi i

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    Redefining space

    Social

    Interactive

    Flexible

    Multipurpose Reconfigurable

    Open

    R fi i ti iti d

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    Reconfiguring activities and space

    SCALE-UP: Student Centered Activities for LargeEnrollment Undergraduate Programs

    Class time spent on tangibles and ponderables Problem solving, conceptual

    understanding and attitudes

    are improved Failure rates are

    reduced

    dramatically The job is not to

    teach physics but

    to teach thinking.

    --Beichner & Saul, 2003

    Infor al spaces

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    Informal spaces

    Students spend more time out of class than in it Capture time is particularly important for non-residential

    students

    Learning occurs through conversations, web surfing,social interactions

    Team projects Spontaneous interactions

    Mingle, share, make connections

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    KidsKids

    Intuitive understanding

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    Intuitive understanding

    Began with children in New Delhi slum Children taught themselves to surf the

    Net, read news, download games Replicated in many locations: children

    learn to browse the Internet without

    instruction

    www.hole-in-the-wall.comwww.hole-in-the-wall.com

    Growth in Internet use

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    Growth in Internet use

    2005

    Growth

    since

    2000

    Use the Internet 87% 73%

    Go online daily 51% 42%

    Play games online 81% 52%

    Get news online 76% 38%

    Lenhart, et al. 2005

    Teens and technology

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    Teens and technology

    84% Own 1+ personal media device

    45% Have own cell phone

    75%Use IM

    57% Get college information online

    38% Send text messages via cell phone

    Lenhart, et al. 2005

    What kids want from the net

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    What kids want from the net

    New & exciting

    0 80604020

    Learnmore/better

    Community

    Show others

    what I can do

    Be heard

    100

    Base: Kids 9-17 Percentage Grunwald, 2003

    Multitasking while online

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    Multitasking while onlineListen to

    radio whileonline

    Watch TVwhile online

    Talk onphone while

    online

    Visit a site mentioned bysomeone on the phone

    Send an IM toperson youre

    talking to

    Visit websiteseen on TV

    Visit websitementioned on

    radio

    Grunwald, 2004

    Media saturated lives

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    Media saturated lives

    6:21 hours watching TV 26% of the time kids use more than 2

    media simultaneously

    8:33 of media messages

    1:02using computer other than forschool work

    49 minutes playing video games 43 minutes of recreational reading

    (Children ages 8-18) Kaiser Family Foundation, 2005

    The next generation

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    The next generation

    Represents a new set of characteristics Not expert users; laptop as a tool

    Speed-dominated culture Screen culture

    Independence from parents;dependence on peers

    Spatial flexibility (real & virtual) Culture of childhood being replaced by

    adult created toys and games Backon, et al. 2003; Elkind, 2003

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    Net Gen experience base

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    Net Gen 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 alwaysbeen processed in an houror less

    Bert and Ernie are oldenough to be their parents

    Gas has always beenunleaded Rogaine has always been

    available for the follicularlychallenged

    Text vs. visual

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    Text vs. visual

    Not an age phenomenon

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    Not an age phenomenon

    Are you more comfortable composing documents onlinethan long-hand?

    Have you turned your remembering over to a technologydevice (phone numbers, meetings, etc.)? Do you go to meetings with your laptop or PDA?

    Are you constantly connected? (The Internet is always onwhether you are at home or work? Your cell phone is

    always with you?)

    How many different activities can you effectively engagein at one time?

    Do you play video or computer games?

    Suter, 2001Suter, 2001

    Comfort zones differ

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    Comfort zones differ

    StudentsStudents FacultyFaculty

    Multitasking Single or limited tasks

    TextPictures, sound, video

    Linear, logical, sequentialRandom access

    Interactive and networked Independent and individual

    Engaging Disciplined

    Spontaneous Deliberate

    adapted from Himes, 2004

    Student advice

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    Student advice

    Be engaging; challenge us Be responsive: answer voice mails and emails; office hours still

    matter Be seen: wed like to see you and get to know you outside of class Set boundaries: tell us when youre available

    Use technology appropriately: dont bePower Pointless

    Use real world, relevant examples

    Be an active participant in class; showyou are excited about the subject

    Ask students what they think Not everything needs to be on the Web

    Windham 2005

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    Steps to takeSteps to take

    1. Decide what is important

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    p

    Its not technology alone: Technology does not dazzle thisgeneration; they are interested in function/activity

    Knowledge construction: Reasoning is not linear, deductive or

    abstract but begins from the concrete and assembles a mosaic

    Interactivity: This is a connected, interactive generation;collaboration and interaction are important learning principles

    Formal & informal: Learning canoccur anywhere, anytime

    Adaptation: It is not aboutwhether you are a digital native

    but whether you can adapt to

    those whose style does not

    match your own

    Dede, 2005

    2. Determine which learner

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    characteristics are important

    ExperientialDesire to do it for themselves and to make it their

    own is strong

    Non-textReadily absorb and convey information in non-text

    formats

    Limited time Large percentage of students working more than 30hours per week; commuting population

    Opportunistic

    style

    If there is something of interest, or a question,

    learners will look it up on the web

    Desire forpersonal touch

    Being connected with peers is important; interaction

    with faculty remains a key satisfier

    3. Involve students

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    Students as consumers with a choice They have a unique perspective on their

    learning environment Input ranges from opinion to action

    Language and perspectives differ;not all students are alike Spend a day in their shoes

    4. Find the right balance

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    g

    Action Reflection

    TextVisual

    Social Individual

    Process Content

    Speed Deliberation

    Peer-to-peer Peer review

    5. Evaluate and modify

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    y

    Knowledge building Organizational change

    Decision-making Program development

    Infrastructure development

    Olds 2005

    Qualitative and quantitative measures

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    The goal is an organization that is

    constantly making its future ratherthan defending its past.

    The goal is an organization that is

    constantly making its future ratherthan defending its past.

    Hamel & Valiksngas, 2003

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    [email protected]@educause.eduwww.educause.edu/educatingthenetgen

    2005 All rights reserved

    www.educause.edu/educatingthenetgen

    http://www.educause.edu/educatingthenetgenhttp://www.educause.edu/educatingthenetgenhttp://www.educause.edu/educatingthenetgenhttp://www.educause.edu/educatingthenetgen