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The Challenge of the Digital
Native Generation
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
society?
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
Introduction to the SGI
Serious Games Institute (SGI)
“An international centre of excellence for the application of
immersive technologies to serious social and economic issues”
Immersive Technologies
Games Virtual Worlds Social Networks
Immersive Technologies engage our hearts, minds and wallets
SGI Areas of Interest
Education Health Environment Smart Buildings
Relationships Interface Technology Innovation & Enterprise
Games and Learning
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
 New skills
 Facts and information
 How to explore
 New perspectives,
attitudes and behaviours
How do we learn from Games ?
 Fun and enjoyment
 Total immersion
 Competition
 Freedom to take risks
 Desire to succeed
 Trial and error
 Repetition
Physical Simulation in a Game
Trains Paramedics to deal with casualties of explosions
using realistic simulations
Social Network Games
The Challenge of Next
Generation Learners
Digital Natives
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 ?
Wii Generation
What’s different about Today ?
Who do we learn from ?
Knowledge
Professionals
Our peers
Impact of Technology on Teaching Methods
Collaborative LearningTeacher & Learner
Hierarchical Learning Networked Learning
Assimilation of existing knowledge Discovery of new knowledge
Facts or Information Handling ?
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
What’s different about Today ?
Apart from teachers, students, how we
teach and what we teach
New Interface Devices
New Devices
3D controllers
New Devices
Brain wave controllers
New Ways of Learning
Games which shape behaviour
New Devices
Motion / Voice Controllers
New Ways of Learning
Watch, Copy, Feedback, Learn
Immersive Technologies changing the face of Learning
Emerging Challenges to
Learning and Development
Rapid Training
Reducing time to effectiveness
Staff Recruitment & Profiling
Games and simulation used in selection
and staff development
Developing a Culture
Shaping attitudes, building community
Motivating Staff
Embedded Games making stressful jobs more
fulfilling and improving productivity
Building Community
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)
Example Serious Games
Patient Rescue
Ship Simulation
Benefits to Business and
Education
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
Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham
Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham

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Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham

  • 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
  • 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
  • 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
  • 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 ?
  • 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
  • 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
  • 33.
  • 34. Rapid Training Reducing time to effectiveness
  • 35. Staff Recruitment & Profiling Games and simulation used in selection and staff development
  • 36. Developing a Culture Shaping attitudes, building community
  • 37. Motivating Staff Embedded Games making stressful jobs more fulfilling and improving productivity
  • 39. 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)
  • 41.
  • 42.
  • 45. Benefits to Business and Education
  • 46. 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