This document discusses educating the Millennial and next generations. It defines the Millennials as those born between 1984-2002, separating them into pre-.com (1984-1994) and .com (1995-2002) eras. The next generation is 2002-2022. It explores how these generations compare to older ones in their use of technology and media. It then provides characteristics of each group and discusses formal and informal learning tools that can be used, including games, videos, blogs and online classes. It argues these tools should be integrated into K-12 classrooms to better engage today's students.
What am I good at?
What do I enjoy doing?
What values are important to me?
The journey to success begins with the question “What do you want to do?”
Except you no one else can define success for you. For Donald Trump, success meant making lots of money. For Ted Turner, it meant building a media empire that could challenge the major networks. For Albert Einstein it meant unraveling the secrets of the universe. For mother Theresa it meant ministering to the needs of the destitute in India.
You won’t really succeed unless the things you accomplish bring you pleasure and satisfaction.
What am I good at?
What do I enjoy doing?
What values are important to me?
The journey to success begins with the question “What do you want to do?”
Except you no one else can define success for you. For Donald Trump, success meant making lots of money. For Ted Turner, it meant building a media empire that could challenge the major networks. For Albert Einstein it meant unraveling the secrets of the universe. For mother Theresa it meant ministering to the needs of the destitute in India.
You won’t really succeed unless the things you accomplish bring you pleasure and satisfaction.
Using ICT in Teaching and Learning process by Hammed AlaoAlao Hammed
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Presentation designed to inform state department of education to the need of technology training for teachers in the state of Idaho. Outlines a plan for professional development in technology tools and integration into the classroom.
This slide show describes the characteristics of today’s learners who are called the Millennials. The Millennials are different from other generations. This generation is all about technology. The technology that the Milliennials use are used for formal and informal learning. These technologies are good and bad and can affect a learning environment.
Educating the Next Generation of Biotechnology Managers and FoundersthinkBiotech
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Using ICT in Teaching and Learning process by Hammed AlaoAlao Hammed
This presentation highlights the need for adopting the 21st century teaching methodology and how to optimize the teaching process by using the power of ICT resources. Emphasis is put on the role of social media and educational apps in the education field.
Presentation designed to inform state department of education to the need of technology training for teachers in the state of Idaho. Outlines a plan for professional development in technology tools and integration into the classroom.
This slide show describes the characteristics of today’s learners who are called the Millennials. The Millennials are different from other generations. This generation is all about technology. The technology that the Milliennials use are used for formal and informal learning. These technologies are good and bad and can affect a learning environment.
Educating the Next Generation of Biotechnology Managers and FoundersthinkBiotech
Traditional education paths don't sufficiently train individuals to manage or start biotechnology enterprises. What solutions can fill this vital need?
Good Regulators of Pharmaceuticals (GRP) 22 October 2014Ajaz Hussain
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I hope you, the viewers, will also find some value in reviewing these slides. If you are a student and have some questions please feel free to drop me a email (a2zpharmsci@msn.com).
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For more information and presentations, please visit: http://elaich.technion.ac.il/
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The Panjab University Pharmaceutical Science Oration 2014: Educating the Next Generation Pharmacist for Industry.
“The dream begins with a teacher who believes in you, who tugs and pushes and leads you to the next plateau, sometimes poking you with a sharp stick called ‘truth’.“
Plato, the Republic
What are the most influential ideas, concepts, and developments introduced by ‘pharmaceutical scientists’ over the last 50 years?
How have these ideas/concepts introduced into practice?
How can we improve?
This is a case study on how Egypt has dominated soccer in Africa by creating a culture of excellence. It is intended to demonstrate the principles that PEAK use with clients in transforming their corporate cultures. Pls. check Youtube for multimedia version http://www.youtube.com/watch?v=n5Qvrxn1L14
Forte geertz symbols rituals and faith based behavior nov 8 14 pptSalisbury University
Symbolic Anthropologists offer a useful theoretical approach to understanding diverse faith-based behaviors. I will demonstrate how practitioners can use four theory mastery tools to learn this theory: profiling exemplary models (Douglas and Geertz), identifying root metaphors (seeker, web of sacred significance, illumination, ethnographer), deconstructing theory elements, and constructing faith-based eco-maps.
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Barbour, M. K. (2012, October). Opposing the dominant K-12 online learning narrative of educational reformers. A brown bag presentation to the Humanities Center at Wayne State University, Detroit, MI.
View the actual presentation at http://www.youtube.com/watch?v=GZQMe_djyys
This virtual Community of Practice session looks at the work CTEL have done on pilot programmes in the institute and how we can apply the learnings to other programmes in the coming academic year. We will explore the technology we hope to have in place in September to lectueres to get started with ease if it's something they are interested in.
We will also explore some simple steps you can use to encourage communication, collaboaration, peer support and community on your modules and programmes.
Finally, this is a great opportunity for us to get your feedback in this area so that we can focus on building the best experience for lectuers and students over the summer months and have it ready for September.
For the past 14 years, the Speak Up Research Project has collected and reported on the views of 4.5 million K-12 students, educators and parents regarding digital learning. Using current and longitudinal Speak Up data, we will provide new insights into the use of games, mobile devices and digital content within learning, and counter mythology with the authentic views of students, teachers and parents regarding technology use within instruction. Going beyond anecdotes and assumptions, this interactive and eye-opening presentation will provide leaders with new metrics for evaluating the pulse of elearning in their school or district.
2. Who Are the Millennials
•
•
The Millennials comprise all people who were
born between 1984-2002.
This slideshow will separate the Millennials
into two groups.
–
1984-1994 pre-.com era
-1995-2002 .com era
The Next Generation are Children born between 2002and 2022.
3. How Do the Millennials Compare
with Previous Generations
•
•
•
•
Previous Generations
•
Grew up in a highly
industrial nation
•
Accustomed to gaining
news from TV, Radio, and
Newspapers
•
Education was done at a
physical Campus
•
Millennials
Click to edit the outline
text format
Grew up in the
− Second Outline
Informational Age
Level
Accustomed to news
from Third Outlineand
Internet, TV,
RadioLevel
− Fourth Outline
Education is campus
Level
based and internet
Fifth
based.
Outline
Level
4.
5. History of Technology
•
Slide 5 : History of Computers Vid.
•
Slide 6: History of The Internet Vid.
•
Slide 7: History of the Cell Phone Vid.
6.
7.
8.
9. Characteristics of the pre-.com era
1981-1994
•
•
•
•
Technology skills and understanding vary
widely.
These students likely play video games or
grew up playing video games
These students likely watch movies or play
video games more than they read.
Most of these students remember a world
before cell phones.
10. Characteristics of the .com era
1995-2002
•
•
•
These students will not remember a world
without computers.
Some will remember traveling without
mobile technology.
These students will be tech-savvy but may
not truly understand the technology they
use.
11. Characteristics of The Next
Generation
•
•
These children from a young age have
entertainment forms streamed to them.
They are bombarded with educational
programs on TV and grow up in an interactive
environment where nearly everything talks to
them and has internet connectivity
12. Five Learning Tools for Informal
Learning
•
Educational Games
•
Podcasts; YouTube
•
Wikis
•
Blogs
•
Ask.com
13. Five Learning Tools for Formal
Learning
•
Online Universities
•
On-demand classes
•
Video Conferencing
•
Online professional journals
•
Internet Research
14. Impact of the Millennials on
Education
•
•
•
The Millennials are nearly through with k12
education.
Much of the problems noted in todays
educational systems were due to the
Millennials inability to cope with antiquated
education styles
The Millennials paved the way for providing
better educating the next generation.
15. Benefits of using formal and
informal learning tools in the K12
classroom
•
Students understand these tools
•
Students use these tools daily
•
Adds resources for teachers to use
•
Diversifies class content
•
Increases student interaction in the classroom
16. Integrating Class websites and
blogs
•
•
•
Students cannot forget class assignment
Students can communicate with each other in
a structured environment
Teachers can indirectly assess the formative
knowledge of students
18. Live Classes/Tutoring
•
•
Allows teachers and students to connect when
not physically capable of being in the same
place.
Allows teachers and students to engage in
small group discussions.
20. Advantages of Collaborative Learning
Students lean better when actively engaged
Peer on peer discussion aids in solving
misconceptions
Teachers can better assess student knowledge
in a low-stress environment.
21. Modern Tools For Collaborative Learning
Instant Messaging
Google Docs
Debate Graph
Collaborize Classroom
22. Works Cited
Carter, Toni & Simmons, Beverly (2007) Reaching Your Millenials: A Fresh Look at Freshman Orientation
http://www.tnla.org/displaycommon.cfm?an=1&subarticlenbr=124&printpage=true
Gantt, Linda (2010) personal interview
Garfield, Joan (1993) Teaching Statistics Using Small Group and Cooperative Learning
http://www.amstat.org/publications/jse/v1n1/garfield.html
Harbert, Tam (2014) Giving Gamification a Go
Lorguercio, Michael (2009) From the Gen Xers and the Millennials are You “Boomers” listening
Ribble, Mike (2011) Digital Citizenship in Schools second edition
Tenable.com (2014) Nessus On-demand Training
Tenable.com
Wisegeek.com (2014) What was the .com Bubble?
http://www.wisegeek.org/what-was-the-dot-com-bubble.htm
Editor's Notes
The Millennials are defined as people born after 1982-2002 (Loguercio, 2009). These individuals grew up with computer technology. Since technology computer technology and communication devices changed so much in this period, I have divided this group into two unique sub-groups each with different educational needs and technology literacy. 1981-1994 is called the Pre-.com era, this period was define by personal computers (PCs) that acted individually. While extensive networks did exist. These networks were either industrial, educational, or government. Around the mid 90’s the internet was born and an era of wide spread .com companies began to grow. This was called the .com boom (wisegeek.com). The .com boom led to the mobile era. Each of these periods brought its own promise and its own problems.
The United States has five generations currently living. Due to the rapid changes in the 20th century, these generations are very different in views and in what they expect from society. Despite the differences in each generation, the Millennials and Generation Y have marked differences that separate them from the previous generations. It is said that you have technology immigrants and technology natives (Ribble, 2012). The previous generations are all technology immigrants and generation Y and the Millennials are technology natives. While this reasoning has merit, it is a bit more complex than this. The Millennials were not all born to the same level of technology. In the 1980s computers were relatively expensive and quite limited in capabilities. Children born between 1982 and 1988 likely did not have a computer in their house until they were school age. These students would have learned computers in school, but likely would have taken typing on word processors or electronic typewriters not computers. Students born between 1989 and 1993 would have had more experience at an early age with computers, but would not have had immediate access to the internet or were stuck with the slow speeds of a 28.8 or a 56k dial up modem. The group of Millennials born between 1994-2002 have more in common with Generation Y than with the Millennials.
These timelines were created by aaagoingplaces.com (top) and internetsociety.org (bottom). They show a side by side growth of the computer and the internet.
While we are studying the millennials, it is essential to understand the history of the technologies this generation grew up with. The next three slides have short videos on the history of computers, the internet, and the cell phone.
This group of students have already completed primary and secondary education. Most of this group will be computer users, but the skill and level of computer literacy of this group will vary greatly. Microsoft and Macintosh were not even developed until 1984-1985, it is likely that children born between 1981 and 1987 did not use a computer until school age. Most of these students would have had some level of computer experience before graduating high school. These students would have been trained traditionally, but not all would have adapted to book learning as well as their parents generation.
These students were born into an interactive world. They likely played games on a computer before they started school. They are much more comfortable learning in an interactive environment than they are from static text books. These students are very comfortable with and use social media, text messaging, IM, and video chatting.
Most of our Elementary students and some of our middle school students are a new generation of learners. While similar to the Millennials, this generation has been more exposed to technology due to its extreme mobility and relative inexpensiveness of modern technology.
Educational Games- There are two basic types of educational games; those made to teach and those games that can be used to teach. “Real Games” are like simulations, but are conducted or played as a game. Podcasts or YouTube videos can be watched to learn anything from hacking a computer, to building a birdhouse or winning a level on a game. Wikis exist for specific topics or for general information. Wikis are not considered credible sources due to the fact that anyone can edit them, but they are a quick source of information. Blogs can be very member specific and subject specific. Ask.com or Answers.com allows people to ask questions and receive an answer.
Online Universities offer modern students the option to receive a degree from an accredited university without attending a physical campus. On-demand classes like Tenable Network Security’s (Tenable.com) Nessus on demand training is a certification program to become Nessus Certified. Video conferences allow any group or individuals to discuss any topic almost as if they were around a table. Online professional journals, help professionals keep current with changing markets or procedures in their fields. Internet research provides nearly limitless sites to search for specific data. .Gov, .EDU, and .Org sites are usually great sources of information for real research.
Children born from 1995-2002 still attend K12 school, mostly in secondary education. While we must complete their education as strongly as possible it is time to shift from focusing of the Millennials, to the needs of the Next Generation. Instead of focusing on the Millennials we should anticipate the needs of Generation Y and incorporate them into modern education from kindergarten to higher education. Since both the Next Generation and the Millennials are technology natives it stands to reason that what aids the Next Generation will aid the Millennials. By focusing on the needs of The Next Generation education moves from being a reactive system to a pre-emptive system.
Carter (2007) reports that the Millennials need: little lecture, more relaxed environment, self-directed, lots of student interaction and engagement. Allowing student to use the tools they use at home to learn at school is a boon for both the teachers and the students. By using formal and informal learning tools in the classroom you engage students to actively participate in the class.
Integrating Class Websites and blogs create several advantages for parents, teachers, and students. For matters like homework, even if students forget their assignment for any reason, the student or parent can access the class website and have the resources and assignments at their fingertips.
Blogs offer a place for students to discuss topics on their own time and provide teachers with a means of indirectly assessing student understanding of the topic.
Games and simulations add interactive materials to the class. When the game is distributed on a network it is easier to maintain and students have access to the game from nearly anywhere. Some games are both fun and very realistic in the way they simulate the world, economy, or some other aspect that can be taught. It is expected that by 2015 40% of fortune 1000 companies will use gamification (Harbert, 2014)
Often students or parents need to speak with a teacher
But the time and location is an issue. Internet technology allows the parties to meet virtually and discuss issues at a preset time or google+ allows people to request a chat with you if you are logged in.
Assessments state how well a student has mastered concepts. Often writing assignments and other traditional test do not show true mastery of a subject. Gamification (Harbet, 2014) using game concepts to assess abilities or improve collaboration. Peer assessment allows peers to assess how an individual did on a simulation. And Self assessment allows a student to review their own progress, each of these assessments add dimensions to a modern class.
According to Garfield (1993) collaborative learning has been proven to be effective in more than 375 different studies. Traditionally teachers did not like collaborative work because on student ended up doing the majority of the assignment while everyone else reaped the grade (Gantt, 2010).
These tools were pulled from a web 2.0 list published for schools.
I'M allows students to communicate in real time like text and keeps a record of the conversations. This allows teachers to view logs in order to assess degree of collaboration among group members.
Debate Graph aids in tracking debates and gives a visualization of the debate.
Collaborative Classroom is a combination of multiple 2.0 tools.