challenge of the digital native generation 2010 wolce nec birmingham
DESCRIPTION
This was a seminar presentation at the World of Learning (WOLCE) Conference and Exhibition at the NEC BirminghamTRANSCRIPT
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