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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

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

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  • 1. The Challenge of the Digital Native Generation
    David Wortley FRSA
    Serious Games Institute
  • 2. 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?
  • 3. 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
  • 4. Introduction to the SGI
  • 5. Serious Games Institute (SGI)
    “An international centre of excellence for the application of immersive technologies to serious social and economic issues”
  • 6.
  • 7. Immersive Technologies
    Games
    Virtual Worlds
    Social Networks
    Immersive Technologies engage our hearts, minds and wallets
  • 8. SGI Areas of Interest
    Education
    Health
    Environment
    Smart Buildings
    Relationships
    Interface Technology
    Innovation & Enterprise
  • 9. Games and Learning
  • 10. 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.
  • 11. Games and Learning
    We have always learnt from games
  • 12. 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
  • 13. How do we learn from Games ?
    Fun and enjoyment
    Total immersion
    Competition
    Freedom to take risks
    Desire to succeed
    Trial and error
    Repetition
  • 14. Physical Simulation
    Link real-world data to realistic simulations
  • 15. Physical Simulation in a Game
    Trains Paramedics to deal with casualties of explosions using realistic simulations
  • 16. Social Network Games
  • 17. The Challenge of Next Generation Learners
  • 18. Digital Natives
    Digital Media is changing our capabilities and attitudes
  • 19. 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 ?
  • 20. Wii Generation
  • 21. What’s different about Today ?
  • 22. Who do we learn from ?
    Knowledge
    Professionals
    Our peers
  • 23. Impact of Technology on Teaching Methods
    Collaborative Learning
    Teacher & Learner
    Networked Learning
    Hierarchical Learning
    Discovery of new knowledge
    Assimilation of existing knowledge
  • 24. Facts or Information Handling ?
  • 25. 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
    Teacher
    Baby Boomer
    Company Man/Woman
    Digital Immigrant
    Technophobe?
    Serial-tasker?
    Stand alone technology
    Static (“Cinemascope”)
    Long attention span?
    Learner as “Consumer”
    Individual Learning
    Centralized Learning
    Hanlan & Swift, 2007
  • 26. What’s different about Today ?
    Apart from teachers, students, how we teach and what we teach
  • 27. New Interface Devices
  • 28. New Devices
    3D controllers
  • 29. New Devices
    Brain wave controllers
  • 30. New Ways of Learning
    Games which shape behaviour
  • 31. New Devices
    Motion / Voice Controllers
  • 32. New Ways of Learning
  • 33. Watch, Copy, Feedback, Learn
    Immersive Technologies changing the face of Learning
  • 34. Emerging Challenges to Learning and Development
  • 35.
  • 36. Digital Natives
    The changing workforce with changing expectations
  • 37. Rapid Training
    Reducing time to effectiveness
  • 38. Staff Recruitment & Profiling
    Games and simulation used in selection and staff development
  • 39. Developing a Culture
    Shaping attitudes, building community
  • 40. Motivating Staff
    Embedded Games making stressful jobs more fulfilling and improving productivity
  • 41. Building Community
  • 42. 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)
  • 43. Example Serious Games
  • 44.
  • 45.
  • 46.
  • 47. Patient Rescue
  • 48. Ship Simulation
  • 49. Benefits to Business and Education
  • 50. Benefits
    More engaged and motivated staff
    Increased workforce productivity
    Self-directed lifelong learning
    Reduced training costs and time to effectiveness
    Stimulated enterprise and innovation
    Community cohesion