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Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
Learning environments for Net-generation learners
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Learning environments for Net-generation learners

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Master thesis presentation on learning environments for net-generation learners

Master thesis presentation on learning environments for net-generation learners

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  • 1. © Joost Robben, August 2007
  • 2. Learning environments for Net-generation learners Joost Robben Educational Science and Technology; Track: Human Resource Development Graduation committee: Dr. A.A.M. (Ida) Wognum Dr. M.R.M. (Martina) Meelissen
  • 3. Context
    • Tax and customs Administration
    (picture: ster.nl)
  • 4. Context
    • Age > 50
    • Need for new workers
  • 5. Context
    • Generation of youngsters
    • Work & learn program
    • VMBO students
  • 6. Mix of terms
  • 7. Emerging digital media & web technology
    • Virtual social networks
      • Online communication (MSN)
      • Online networking services (myspace)
      • Weblogging
    • Multi-user virtual environments
      • Interaction through (online) games
      • Gaming (fan) communities
      • MSN - wiki
  • 8. N-gen characteristics
    • Literacy
    • Learning
    • Reasoning
    • Action
    • Social Nature
  • 9. Research questions
    • What is the use of digital media and webtechnology by students of preliminary vocational education?
    • 2. To what extent do students show Net-generation characteristics as a result of their use of digital media and webtechnology?
      • Differences between groups caused by SES, gender, educational track
    • Recommendations for the design of learning environments for Net-gen learners.
  • 10. Method
    • Instrument
      • Written questionairre
      • Taken online and offline
      • Questions on:
        • Use of the internet (general)
        • Use of MSN to send IM
        • Playing games
        • Weblogging
        • Access to information
        • Perception on the use of digital media & webtechnology
    • 224 valid responses
      • 4 educational institutes located in The Netherlands
      • Preliminary Vocational Education
        • Specialization in Economy
        • 3 Educational tracks
        • 3th Grade (born between 1990 – 1992)
        • 55% boys
        • Average SES = 3 (scale 1-5)
  • 11. Results 1. Use of the internet
    • Extensive use was found
    • On average one to several times a day
    (picture: stockxpert)
  • 12. Results 1. Use of the internet 14% 24% 28%
    • Most favourite websites are
    • social networking:
  • 13. 2. Use of MSN to send IM
    • 98% uses MSN
    • On average once a day
    • To keep connected with friends (90%)
    • Chat with several persons (+ 10)
    • 200 Friends…
    (picture: msn.nl)
  • 14. 3. Playing games
    • 79% plays (video) games
    • On average several times a week
    • Boys play more often
    • 50% visits fan sites or communities
    (picture: stockxpert)
  • 15. 3. Playing games
    • Most favourite games are online:
    40% 22%
  • 16. 3. Gaming
    • Sport games:
    (www.fifa2007.nl)
  • 17. 3. Gaming
    • Action games:
    (www.counter-strike.net)
  • 18. 4. Weblogging
    • 47% reads weblogs
    • Only 15% writes in personal weblog
    • Most visited weblogs are read from people familiar in real life.
    • Students write about hobbies, music and movies.
  • 19. Conclusions (1)
    • Wide adoption of digital media & webtechnology by this group
    • Most used technologies support relations with others
    • Differences between groups exist
      • Gender differences
      • No differences between educational tracks
      • Other research has found differences between other levels of secondary education (Duimel & de Haan, 2007)
  • 20.
    • Members of the Net-generation seem to expose a ‘ social nature’ through the use of digital media & web technology
    • Social protocols
    • Conclusions on characteristics should be taken with care
      • Multitasking
      • Navigation
    Conclusions (2)
  • 21. Hey… (picture: ster.nl)
  • 22. …and what about learning ?! (picture: ster.nl)
  • 23.
    • Communities & networks of practice
      • Support social interactions between learners using technology
    • Combine strength of tools
      • Weblog / wiki are challenge
    • Differences between groups do exist
    • Social nature
      • Reach of the internet
    Recommendations for learning environments
  • 24. Time for questions/ discussion
  • 25. Thank you for your attention Joost Robben jrn@ stoas.nl http://joostrobben.spaces.live.com/ This study was partly funded by Stoas Learning (www.stoas.eu)

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