THE NEXT GENERATION LEARNER & LEARNING ENVIRONMENT Linda Baer Diana Oblinger 1 Minnesota Online...
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Transcript of THE NEXT GENERATION LEARNER & LEARNING ENVIRONMENT Linda Baer Diana Oblinger 1 Minnesota Online...
THE NEXT GENERATION LEARNER & LEARNING ENVIRONMENT
Linda BaerDiana Oblinger1
Minnesota Online Summer Conference
July 29, 2004
1EDUCAUSE Live, July 21, 2004
CHALLENGES AND OPPORTUNITIES Declining economic
conditions Flood of red ink driving
cutbacks and tough decisions
Increasing enrollments and demands for new services for students
Demands for accountability and use of technology to expand access and reduce costs
New opportunities, markets and competitors
Norris, 2003
CHALLENGES AND OPPORTUNITIES Need to shift learning
from a cottage industry Faculty development
and training needs are critical
It’s about e-Knowledge not e-learning
Need to continue to create systemic solutions
Norris, 2003
Media literacy
10,000 hours video games
200,000 emails 20,000 hours TV 10,000 hours
cell phone Under 5,000 hours
reading
By age 21, the average person will have spent
– Prensky, 2003
00
50005000
1000010000
1500015000
2000020000
2500025000
E-mailsE-mailsVideo Video GamesGames
ReadingReading
TelevisionTelevision
Cell Cell PhonePhone
Children age 6 and under 2.01 hours/day playing outside 1.58 hours using computer 40 minutes reading or being read to 48% of children have used a computer 27% 4-6 year olds use a computer daily 39% use a computer several times a
week 30% have played video games
– Kaiser Family Foundation, 2003
Teen’s Use 100% use the internet to seek information on
colleges, careers and jobs 94% use the internet for school research 41% use email and instant messaging to contact
teachers or schoolmate about class work The internet is their primary communication tool
81% email friend sand relatives 70% use instant messaging to keep in touch 56% prefer the intent to the telephone
Lenhart, Simon & Graziano, 2001; NetDay, 2003
The Net Generation Born in or after 1982 Gravitate towards group activity 8 out of 10 say “it’s 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 new technologies Racially and ethnically diverse
Howe and Strauss, 2003
Freshman 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 Paul Newman has always made salad dressing Bert and Ernie are old enough to be their
parents Gas as always been unleaded
Beloit College, 2003
What kids want from the net
– Grunwald Associates, 2003
New & exciting
Base: Kids 9-17
0 10080604020
Learnmore/better
Community
Show otherswhat I can do
Be heard
Percentage
College Internet use
– Jones, 2002
79% Internet has a positive impact on academic experience 73% Use the Internet more than the library for research 72% Check email every day 60% believe the Internet has improved relationships with classmates 56% believe the Internet has improved relationship with professors 46% Allows them to express ideas that they would not have expressed in class
Rising expectations The rising expectations of computer-literate
constituents are difficult to meet Service expectations
― Self-service ― Customer-service― Immediacy― Customization― Choice
Students want customizable learning experiences They are more vocal in expressing their opinions
Non-traditional becomes traditional More than half of undergraduates are women One-third are other than white 43% are 24 or older (i.e., of non-traditional
college age) 80% are employed 39% are employed full-time 10% or undergraduates have a disability Number of students (ages 5-24) who speak a
language other than English at home more than doubled from 1979 to 1999
―NCES, 2003
Adult learners 35% of undergraduates are adult
learners 70% of all adult learners are female 38 is the median age of
undergraduate adult learners 80% of adult learners
are employed
– Swail, 2002 citing NCES, 2002
AttitudesTV
GenerationPC
Generation
Net Generatio
n
Web What is it? Web is a tool
Web is oxygen
Community
Personal Extended personal
Virtual
Perspective
Local Multi-national
Global
Career One career Multiple careers
Multiple reinvention
Loyalty Corporation
Self Soul
Authority Hierarchy Unimpressed
Self as expert―Savage, 2003―Savage, 2003
Product of the environment
Video games
ComputersEmail
GenerationGenerationXX
GenerationGenerationXX
The WebMultiple,
mobile devices
Instant messaging
Online communities
Net GenNet GenNet GenNet GenBaby Baby BoomersBoomers
Baby Baby BoomersBoomers
TV generation
Typewriters Memos
Media literacy
10,000 hours video games
200,000 emails 20,000 hours TV 10,000 hours
cell phone Under 5,000 hours
reading
By age 21, the average person will have spent
– Prensky, 2003
00
50005000
1000010000
1500015000
2000020000
2500025000
E-mailsE-mailsVideo Video GamesGames
ReadingReading
TelevisionTelevision
Cell Cell PhonePhone
ELECTRICITY GRID Seamless continuum of physical, virtual and
blended learning experiences Students can enter at any point and
experience similar learning environment services
Use community of practice model for each course/program
Assure students graduation schedules Make every place of work and congregation a
learning place Leverage faculty roles Deal with areas of high professional demand Drive costs down so tuition can cover coast
and generate enough margin to enable growth
Learning objects
Any digital resource that can be reused to support learning
Customizes learning experiences
Fosters new relationships through sharing content
Streamlines course development
―Metros, 2003―Metros, 2003
Cyberinfrastructure Remote data
collection First-person
learning Development
of expertise
NSF IIS-0329837
--Sanderson, 2004
http://workbench.concord.org/modeler/ss3.htmlhttp://workbench.concord.org/modeler/ss3.htmlhttp://workbench.concord.org/modeler/ss3.htmlhttp://workbench.concord.org/modeler/ss3.html
Simulations
SCALE-UP Student Centered Activities for Large
Enrollment Undergraduate Programs Class time spent on tangibles and
ponderables Problem solving, conceptual
understanding and attitudes are improved
Failure rates are reduced dramatically --Beichner & Saul, 2003
Augmented reality
Combines physical world and virtual world contexts
Embeds learners in authentic situations
Engages users in a socially facilitated context
Computer simulation on handheld computer triggered by real world location
―Klopfer & Squire, 2003
Environmental detectives Players briefed about rash
of local health problems linked to the environment
Provided with background information and “budget”
Need to determine source of pollution by drilling sampling wells and ultimately remediate with pumping wells
Work in teams representing different interests (EPA, industry, etc.)
―Klopfer & Squire, 2003
Questions to ask
How well do we understand our students?
Do we have an infrastructure that enables ubiquitous access?
How interactive are our learning environments? Are there ways that technology could increase that interaction?
What types of physical spaces will lead to greater learning? to greater community?
Do we meet student expectations for service and convenience?
The Next Generation Learner Slides
Diana G. Oblinger, Ph.D.EDUCAUSE Live, July 21 2004
Copyright Diana G. Oblinger, 2004. This work is the intellectual property of the author. Permission is granted for this material to be shared for non-commercial,
educational purposes, provided that this copyright statement appears on the reproduced materials and notice is given that the copying is by permission of the
author. To disseminate otherwise or to republish requires written permission from the author.
Copyright Diana G. Oblinger, 2004. This work is the intellectual property of the author. Permission is granted for this material to be shared for non-commercial,
educational purposes, provided that this copyright statement appears on the reproduced materials and notice is given that the copying is by permission of the
author. To disseminate otherwise or to republish requires written permission from the author.
Bibliography
Robert Beichner and Jeffery Saul. 2003. Introduction to the SCALE-UP (Student-Centered Activities for Large Enrollment Undergraduate Programs) Project. http://www.ncsu.edu/per/Articles?Varenna_SCALEUP_Paper.pdf.
Charles Dzuiban. 2004. Personal communication.
Peter Grunwald. September 23-24, 2003. Key technology trends: Excepts from new survey research findings. Exploring the Digital Generation. Educational Technology, US Department of Education.
Neil Howe & William Strauss. Millennials Rising. 2000. Vintage Books.Steve Jones. 2002. The Internet Goes to College: How students are living in the future with today’s technology.
Steve Jones. 2003. Let the games begin: Gaming technology and entertainment among college students. Retrieved July 8, 2003 from,
Kaiser Family Foundation. 2003. New Study Finds Children Age Zero to Six Spend As Much Time With TV, Computers and Video Games As Playing Outside.
George D. Kuh, Katie Branch Douglas, Jon P. Lund and Jackie Gamin-Gyurnek. 1994. Student Learning Outside the Classroom. ASHE-ERIC Higher Education Report No. 8. Washington, DC. The George Washington University, School of Education and Human Development.
Amanda Lenhart, Maya Simon, Mike Graziano. September 2001. The Internet and Education: Findings of the Pew Internet and American Life Project.
Lextant Group. 2003. Always On. Unpublished report.
Richard Light. 2001. Making the Most of College. Harvard University Press.
Susan Metros. 2003. Engaging or Enraging? Sharing Learning Objects.
National Center for Education Statistics (NCES). 2002. The Condition of Education 2002.
National Center for Education Statistics (NCES). August 2002. Teaching Undergraduates in U.S. Postsecondary Institutions: Fall 1998.
Marc Prensky. 2003. Digital Game Based Learning.
Arthur Sanderson. 2004. Personal communication; NSF IIS-0329837.
Tammy Savage. 2003. Personal communication.
Kurt Squire & Klopfer reference is personal communication. For a useful article see Kurt Squire and Henry Jenkins. 2003. Harnessing the Power of Games in Education. The manuscript should be published soon.