Your SlideShare is downloading. ×
Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.


Saving this for later?

Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime - even offline.

Text the download link to your phone

Standard text messaging rates apply

Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham


Published on

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

  • Be the first to comment

  • Be the first to like this

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide


  • 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