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Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham
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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

Published in: Technology

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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. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  • 7. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
  • 8. Games and Learning
  • 9. 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.
  • 10. Games and Learning We have always learnt from games
  • 11. 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
  • 12. How do we learn from Games ?  Fun and enjoyment  Total immersion  Competition  Freedom to take risks  Desire to succeed  Trial and error  Repetition
  • 13. Physical Simulation in a Game Trains Paramedics to deal with casualties of explosions using realistic simulations
  • 14. Social Network Games
  • 15. The Challenge of Next Generation Learners
  • 16. Digital Natives Digital Media is changing our capabilities and attitudes
  • 17. 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 ?
  • 18. Wii Generation
  • 19. What’s different about Today ?
  • 20. Who do we learn from ? Knowledge Professionals Our peers
  • 21. Impact of Technology on Teaching Methods Collaborative LearningTeacher & Learner Hierarchical Learning Networked Learning Assimilation of existing knowledge Discovery of new knowledge
  • 22. Facts or Information Handling ?
  • 23. 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 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
  • 24. What’s different about Today ? Apart from teachers, students, how we teach and what we teach
  • 25. New Interface Devices
  • 26. New Devices 3D controllers
  • 27. New Devices Brain wave controllers
  • 28. New Ways of Learning Games which shape behaviour
  • 29. New Devices Motion / Voice Controllers
  • 30. New Ways of Learning
  • 31. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
  • 32. Emerging Challenges to Learning and Development
  • 33. Rapid Training Reducing time to effectiveness
  • 34. Staff Recruitment & Profiling Games and simulation used in selection and staff development
  • 35. Developing a Culture Shaping attitudes, building community
  • 36. Motivating Staff Embedded Games making stressful jobs more fulfilling and improving productivity
  • 37. Building Community
  • 38. 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)
  • 39. Example Serious Games
  • 40. Patient Rescue
  • 41. Ship Simulation
  • 42. Benefits to Business and Education
  • 43. 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