Measures of Central Tendency: Mean, Median and Mode
3. The digital era and the games generation
1. THE DIGITAL ERA AND
THE GAMES
GENERATION
DANIELA ROMANO
UNIVERSITY OF SHEFFIELD
2. LAYING THE GROUND
Where we come from and where we are going…
Roadmap
• Edutainment
• Technology Enhanced Learning
• Serious Games
• Gamification
The Grand Challenges of Technology- support Education and Reasoning
• Personalised education
• Assessing student learning
• Support social learning
• Alternative Teaching Methods and Blended Learning
• Lifelong learning and Health Care
Roadmap for the Future
• The digital era
• Smart mobile and Pervasive technologies and Rich and Natural Interfaces
• The Cloud and Big Data
• Serious Games and Gamification
• Intelligent Environments AI & Games
Research, Teaching and Impact
4. THE DIGITAL ERA & THE
GAMES GENERATION
Our present economic era is
referred as
Information or Digital Age
to indicate the shift from the
production of
physical goods towards the
production and manipulation
of information
Second economic revolution
5. THE DIGITAL ERA & THE
GAMES GENERATION
The main cognitive styles
observed in the Games
Generations raise a number
of important challenges for
education, training and
business in general
Bloom’s Taxonomy & ICT tools
Bloom’s Taxonomy should
not be viewed as a
hierarchy, as it was in the
1950′s, but as a dynamic
learning process
6. KOLB’S LEARNING CYCLE
David Kolb published his learning styles
model in 1984 from which he developed his
learning style inventory.
Kolb's experiential learning theory works on
two levels: a four stage cycle of learning and
four separate learning styles. Much of
Kolb’s theory is concerned with the learner’s
internal cognitive processes.
Kolb states that learning involves the
acquisition of abstract concepts that can be
applied flexibly in a range of situations. In
Kolb’s theory, the impetus for the
development of new concepts is provided by
new experiences.
“Learning is the process whereby knowledge
is created through the transformation of
experience” (David A. Kolb, 1984).
8. LIVING AND LEARNING
IN THE DIGITAL ERA
Games Generation Cognitive Style
1. Twitch speed vs. conventional speed
2. Parallel processing vs. linear
3. Graphics vs. text
4. Connected vs. standalone
5. Active vs. passive
6. Play vs. work
7. Payoff vs. patience
8. Fantasy vs. reality
9. Technology-as-a-friend vs. technology-as-a-foe
By Marc Prensky
13. Serious
Games
ROADMAP FOR THE FUTURE
Application:
Work with Industry on the
Gamification of real business
problems
Impact: Extend to new fields of
application and involve more
and more users
Teaching and Training: Apply
Gamification principles within a
Blended learning Context
Research Challenge: Continue
embedding multidisciplinary
research findings into
Gamification principles