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Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham


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This was a seminar presentation at the World of Learning (WOLCE) Conference and Exhibition at the NEC Birmingham

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Challenge of the Digital Native Generation 2010 WOLCE NEC Birmingham

  1. 1. The Challenge of the Digital Native Generation David Wortley FRSA Serious Games Institute
  2. 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. 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. 4. Introduction to the SGI
  5. 5. Serious Games Institute (SGI) “An international centre of excellence for the application of immersive technologies to serious social and economic issues”
  6. 6. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  7. 7. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise
  8. 8. Games and Learning
  9. 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. 10. Games and Learning We have always learnt from games
  11. 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. 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. 13. Physical Simulation in a Game Trains Paramedics to deal with casualties of explosions using realistic simulations
  14. 14. Social Network Games
  15. 15. The Challenge of Next Generation Learners
  16. 16. Digital Natives Digital Media is changing our capabilities and attitudes
  17. 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. 18. Wii Generation
  19. 19. What’s different about Today ?
  20. 20. Who do we learn from ? Knowledge Professionals Our peers
  21. 21. Impact of Technology on Teaching Methods Collaborative LearningTeacher & Learner Hierarchical Learning Networked Learning Assimilation of existing knowledge Discovery of new knowledge
  22. 22. Facts or Information Handling ?
  23. 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. 24. What’s different about Today ? Apart from teachers, students, how we teach and what we teach
  25. 25. New Interface Devices
  26. 26. New Devices 3D controllers
  27. 27. New Devices Brain wave controllers
  28. 28. New Ways of Learning Games which shape behaviour
  29. 29. New Devices Motion / Voice Controllers
  30. 30. New Ways of Learning
  31. 31. Watch, Copy, Feedback, Learn Immersive Technologies changing the face of Learning
  32. 32. Emerging Challenges to Learning and Development
  33. 33. Rapid Training Reducing time to effectiveness
  34. 34. Staff Recruitment & Profiling Games and simulation used in selection and staff development
  35. 35. Developing a Culture Shaping attitudes, building community
  36. 36. Motivating Staff Embedded Games making stressful jobs more fulfilling and improving productivity
  37. 37. Building Community
  38. 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. 39. Example Serious Games
  40. 40. Patient Rescue
  41. 41. Ship Simulation
  42. 42. Benefits to Business and Education
  43. 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