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Homo Zappiens
Learning and Knowledge
The Digital Mindset
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Prof. Wim Veen
Faculty of Technology, Policy and Management
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Homo Zappiens
Being in control of
information flows
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Daily Media Uses
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Homo Zappiens
The generation
• Playing Games
Grand Theft Auto, World of Warcraft, PS2, Xbox, LAN Parties
• Communicating 24/7
Via SMS, MSN, chatrooms, mobile phones
• Integrating f2f and virtual friends
• Never reading a manual
• Preferring a cell phone rather than a newspaper
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Homo Zappiens
The generation for whom
learning is playing
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Homo Zappiens
• The generation inventing games
Without winners or losers, without start or
end, and changing the rules continuously….
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Games sites for communicating with others
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Worldwide Multi Player Games on the Internet
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Second Life: Learning in Virtual Worlds with Virtual Identities
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Multiple virtual identities
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Using video clips for communication
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Sharing and manipulating files for free
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MSN is on 24/7: 10 simultaneous communicationsMore than 150 contacts
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Tagging and Sharing Images: a Participatory Culture
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Homo Zappiens’ writing
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My Space, My language
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Homo Zappiens is
Skateboarding up the stairs
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Surfing and snowboarding
Searching for extremes
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Homo Zappiens is
School is for meeting friends
rather than for learning
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Homo Zappiens is
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Homo Zappiens is
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Homo Zappiens at Work
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Iconic Skills Multi-Tasking
Proces
-sing
Discontinued Information
Non-Linear Approach
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Scanning icons, sound, colours, movements and images
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Multi-Tasking
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Listening to favorite music
Doing Math homework
Calling a friend
Surfing
or
MSN
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Processing Discontinued Information
Zapping is the skill to construct meaningful knowledge from discontinued audio-visual and textual information flows
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Non Linear Approach
Non-linear learning strategies demand a redesign
of content: learning assets, objects to be
accessed just-in-time
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A B C D E F A
B
C
D
E
F
Linear
Non-linear
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Mind Mapping
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• Interpreting
• Everything is of sameimportance
• Object
• Book is static
• Always same end
• One way communication
• Reader is spectator
• Configuring
• Choosing different paths, opportunities
• Object and process
• Game is dynamic
• Multiple ends
• Games are communities
• Player is immersed
• Transportation of person
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Different media lead to…
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…different skills
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Parents are good at reading…
Aoccdrnig to a rscheearch at an Elingsh uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer is at the rghit pclae.
The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae we do not raed ervey lteter by it slef but the wrod as a wlohe.
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…but less good at visual cues
Look at the chart and say the COLOUR not the word
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YELLOW BLUE ORANGE
BLACK RED GREEN
PURPLE YELLOW RED
ORANGE GREEN BLACK
BLUE RED PURPLE
GREEN BLUE ORANGE
Left - Right Conflict
Your right brain tries to say the colour but
your left brain insists on reading the word
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Homo Zappiens learns differently...
Homo Zappiens
high speed <
multi tasking <
non linear approaches <
iconic skills first <
connected <
collaborative <
learning by searching <
learning by playing <
learning by externalizing <
fantasy <
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Homo Sapiens
> conventional speed
> mono tasking
> linear approaches
> reading skills first
> stand alone
> competitive
> learning by absorbing
> separating learning and playing
> learning by internalizing
> reality
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Homo Zappiens Develops Meta Cognitive Skills
• Enquiry based approaches
• Networked learning
• Experiential learning
• Collaborative learning
• Active learning
• Self organisation
• Problem solving strategies
• Expliciting knowledge to others
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Homo Zappiens’ Reference Framework
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• Is digital and multimedia oriented
• Is menu, keywords, and tags oriented
• Relies on challenge, creativity, and self-esteem
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For Homo Zappiens
• The Net is an extension of self
• Sharing is winning
• Profiling is expressing yourself
• Services are personalized
• Peers are your references
• You matter in an organization
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…Learning is the interactive process
of searching for meaning
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…Knowledge is communication
about meaning
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Learning by aggregation
• Learning digitally is
–aggregating distributed and discontinued information
–stay current with peers in networks where each hold a part
–sharing knowledge
–prosumption
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Content is for free
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Content is User Generated
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Peers as Reference
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Everyone a publisher
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Sharing content on the net
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New Models for Content Development and Distribution
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Innovating Learning at the Workplace
© Wim Veen
Digital Me
Digital Us
Learning
Company
Content