Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham
The Challenge of the Digital
David Wortley FRSA
Serious Games Institute
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
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
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.
Games and Learning
We have always learnt from games
What can we learn from Games ?
Learn about ourselves
Learn about others
Learn about the world
Facts and information
How to explore
attitudes and behaviours
How do we learn from Games ?
Fun and enjoyment
Freedom to take risks
Desire to succeed
Trial and error
Physical Simulation in a Game
Trains Paramedics to deal with casualties of explosions
using realistic simulations
Digital Media is changing our capabilities and attitudes
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 ?
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
Relationship management (internal & external)
More engaged and motivated staff
Increased workforce productivity
Self-directed lifelong learning
Reduced training costs and time to
Stimulated enterprise and innovation
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