This document discusses engaging Generation Y students in the language classroom through the use of technology. It begins by noting that simply throwing technology at students does not guarantee effective teaching. It then outlines key learner characteristics of Generation Y, including being tech savvy but lacking information literacy skills, relying on search engines, loving multimedia, multitasking, communicating visually, being open learners who prefer teamwork and collaboration, preferring to type rather than handwrite, creating internet content, and craving instant feedback. Ten "commandments" of teaching Generation Y are provided that match these characteristics, such as using video clips, handling multitasking carefully, using visuals, encouraging interaction and opinion sharing, and giving opportunities for students to create their own
Supporting Inclusive Learning Environments Through Technology
The document summarizes a presentation given at the ZONE 4/5 Summer Conference on supporting inclusive learning environments through technology. The presentation provided context on initiatives to support students with diverse needs, an overview of current and emerging technologies, and resources for inclusive education and assistive technologies. It discussed using technology to advance learning for all students and addressed questions from attendees about implementing and supporting technology for inclusion.
The document discusses the characteristics of the "Net Generation" or students born after 1982 who have grown up with technology. It notes that these students spend much more time using computers, video games, and the internet than reading books or in classrooms. As a result, they learn differently and educators must adapt teaching approaches to their skills with visuals, games, multitasking and finding information online rather than traditional lectures. The document advocates for teaching students 21st century skills like problem solving, collaboration and information literacy through inquiry-based learning rather than memorization.
This document discusses the changing nature of literacy and learning in a digital world. It notes that students are now active participants online and get their news from social media rather than traditional outlets. Educators are encouraged to view their role as preparing students for a globally connected world where they can ethically interpret information and communicate ideas digitally. The document suggests moving from a focus on digital literacy alone to the more encompassing concept of digital fluency.
This document provides many ideas for engaging and empowering gifted kids, including exploring educational websites, learning to code, engaging in creative pursuits like making movies and photography challenges, and playing video games. It emphasizes teaching kids to think creatively and learn, unlearn, and relearn. The goal is to move beyond just teaching literacy to cultivating creativity and an empowering worldview to prepare children for an uncertain future.
This presentation is an attempt to explode the mythology that has wrapped itself around Generations Net & Google. Through the lens of the recent JISC reports, we try and separate the wheat from the chaff.
The document discusses trends in social media usage and adoption by state departments of transportation (DOTs). It notes that internet access is increasingly mobile, with many Americans accessing the internet primarily through smartphones and tablets. Most commonly used social media tools by DOTs include Facebook, Twitter, YouTube, and LinkedIn. Challenges for DOTs in using social media include limited staff and resources to manage multiple platforms, as well as ensuring engagement and establishing an online brand. The document advocates having a clear social media plan and goals, and emphasizes that building an online community takes time.
This document discusses digital storytelling and its potential to increase critical thinking skills. It begins by describing the "Net Generation" of students who have grown up with widespread digital technology use. While these students are more visually literate and able to multitask, their reading skills have declined. The challenge is engaging these students through technology while still developing important 21st century skills like critical thinking. Digital storytelling and video games can help by making learning interactive and stimulating reflection. When computers are incorporated into classrooms through initiatives like 1-to-1 laptop programs, they become valuable supplemental tools for collaboration, independent learning, and developing 21st century skills.
In the stampede to "digitize the classroom" responsible educators need to pause and consider the negative impacts of EdTech. In this provocative session I'll examine five things "21st Century Educators" should be thinking about: Student data privacy, Corporate Influence, Equity, Professionalism & Infrastructure
Permission to Tell Stories: Digital storytelling, Glogs, and More Fate 09
The document discusses how digital storytelling can be used to engage students and invigorate learning. It provides examples of how teachers have used digital storytelling to teach vocabulary words and literary elements. Resources for digital storytelling like software, tutorials and example student projects are shared. The benefits of digital storytelling for students include improving writing, speaking, technical and personal skills through an authentic and collaborative process.
The document discusses the importance of visual literacy and 21st century skills. It defines visual literacy as the ability to interpret and create visual messages. Developing visual literacy skills is important because visual communication is how many people process information. Additionally, 21st century skills like collaboration, digital literacy, and multimedia communication are essential for students to develop in order to be prepared for future careers and civic participation. The document provides examples of how to incorporate visual literacy instruction into the classroom through activities having students navigate, evaluate, and create visual content.
The document discusses students' use of technology based on a study from Australia. It finds that most Australian children will grow up with ubiquitous access to technologies like computers, the internet, mobile phones, and social media. It describes trends in how students use these technologies, such as 90% accessing computers at school and 70% also using the internet. The document also discusses challenges and opportunities that new technologies present for educators to develop students' innovation, creativity, and learning.
Implementing Change discusses bring your own device (BYOD) programs in schools. It provides arguments for and against BYOD as well as details about challenges and strategies for implementation. The document outlines Eric Willard's pyramid for successful BYOD implementation, which emphasizes leadership, funding, technology planning, infrastructure development, and curriculum support. Early reviews of BYOD programs have been positive according to teachers participating, but challenges include network capacity, safety, and access inequities.
Gesture Interaction with Children for Education, Fitness, Games
The document discusses research on natural user interactions (NUIs) for children. It describes several touchscreen interaction studies comparing how children and adults use touchscreen devices. The studies found that children miss more touch targets than adults, especially smaller targets. Children's gestures are recognized less accurately by modern recognizers designed for adults. The research aims to better understand how children interact with touchscreens and whole-body interfaces to inform the design of more effective interaction techniques and recognition algorithms for children.
During two days and with participants from across the University of Iowa and surrounding community, keynote speakers, local panelists, and the symposium organizers explored how -
-to encourage more departments to participate in the informatics initiative
-to assess campus resources for joint programming, courses, and research groups that engage not only science and technology, but also the arts, humanities, and social sciences
-to clarify the opportunities, challenges, and obstacles faced by researchers in HCI and informatics, including funding; tenure and promotion; research and publication; curriculum, disciplinary differences, and institutional barriers
This study examined how 4-7 year old children perceive their own use of computers. It explored whether children's access to computers, activities performed, skills, and attitudes varied by gender, age, socioeconomic status, or ethnicity. The study involved 167 children from two Dutch schools. One school was in a lower socioeconomic area with many immigrant families, while the other was in the city center and primarily middle class. Regardless of background, most children reported having computer access at home and school. Across settings, the primary reported activity was playing games. Older children used computers more often and with greater ability. Boys generally had more positive attitudes than girls, but few other differences were found regarding use or skills. The findings provide insight into
Handout from Ron Berk's presentation "No Teacher Left Behind" at AACTE's 63rd Annual Meeting and Exhibits, February 24-26, 2011 in San Diego, CA, #AACTE2011
The document discusses characteristics of the "Net Generation" or "digital natives", who grew up with technology and the internet. It describes how they differ from older "digital immigrants" in preferring visual and collaborative learning, multitasking, and being constantly connected. Examples are given of tools and activities popular among digital natives, like social media, videos, and mobile devices. The document argues educators must adapt techniques like project-based learning to meet the needs and styles of today's digital learners.
This document discusses how to design e-learning for Generation Y learners. Generation Y, born between 1980-1992, are digital natives who have shorter attention spans and prefer visual, creative, and engaging content over lectures. The document provides 12 guidelines for designing e-learning for Generation Y, such as allowing personalization, community participation, and search functions. It suggests incorporating elements from popular technologies like the iPhone, YouTube, Facebook, and Twitter that Generation Y finds engaging. The goal is to match Generation Y's preferences for informal, interactive, and up-to-date learning opportunities.
How do we help learners make the most of the web? What opportunities does it afford us? Where might it take us? An optimistic but cautious take on the web and learning
The document discusses how technology has changed the way students learn and how they process information. It contrasts "digital natives," who have grown up with technology and are fluent in the digital language, with "digital immigrants" who have adopted digital skills later in life. Additionally, it examines how cellphones can potentially be used as instructional tools in the classroom to support and strengthen learning if used appropriately.
The following slide show is a collection of ideas I found extremely helpful when trying to gain a deeper understanding of the Net Generation. I have referenced scholarly sources to support my ideas and have organized the material into several subheadings:
Who is the Net Generation?/ How are they different?
How do they learn best?
What are their learning expectations?
What are the implications for teaching this generation?
A look at Digital Citizenship as it is connected to one of the constants in teaching, the Key Competencies. Early conversations, entry points from Takapuna Intermediate school.
The document discusses predictions for advancements in communication technology over the next 10 years. It predicts that by 2022, education will transition to digital formats with tablets replacing notebooks and online textbooks. Social media is expected to become more integrated and raise additional privacy concerns. Television and video games are also predicted to incorporate more immersive technologies like holograms. These changes will be driven by principles like relative consistency and diffusion of innovations.
This document summarizes Andrew Campbell's presentation on educational technology. It discusses both benefits and concerns around edtech, including how it is big business, raises privacy issues, and can worsen the digital divide. It also notes that while technology changes teaching, teachers are not replaceable and their role remains important as guides and facilitators. Early adopters see potential in edtech but the early majority needs reliable infrastructure and support to feel comfortable adopting new technologies.
The practical benefits to why everyone should care about digital literacy (i.e. learning to use computers, tablets, mobile devices, Internet and other technology). See the animated version on YouTube (http://youtu.be/FoKuvjh7UIc).
Supporting Inclusive Learning Environments Through TechnologyAlberta Education
The document summarizes a presentation given at the ZONE 4/5 Summer Conference on supporting inclusive learning environments through technology. The presentation provided context on initiatives to support students with diverse needs, an overview of current and emerging technologies, and resources for inclusive education and assistive technologies. It discussed using technology to advance learning for all students and addressed questions from attendees about implementing and supporting technology for inclusion.
The document discusses the characteristics of the "Net Generation" or students born after 1982 who have grown up with technology. It notes that these students spend much more time using computers, video games, and the internet than reading books or in classrooms. As a result, they learn differently and educators must adapt teaching approaches to their skills with visuals, games, multitasking and finding information online rather than traditional lectures. The document advocates for teaching students 21st century skills like problem solving, collaboration and information literacy through inquiry-based learning rather than memorization.
From Digital Literacy to Digital FluencyDavid Cain
This document discusses the changing nature of literacy and learning in a digital world. It notes that students are now active participants online and get their news from social media rather than traditional outlets. Educators are encouraged to view their role as preparing students for a globally connected world where they can ethically interpret information and communicate ideas digitally. The document suggests moving from a focus on digital literacy alone to the more encompassing concept of digital fluency.
Ideas for Empowering and Engaging GIFTED KIDSBrian Housand
This document provides many ideas for engaging and empowering gifted kids, including exploring educational websites, learning to code, engaging in creative pursuits like making movies and photography challenges, and playing video games. It emphasizes teaching kids to think creatively and learn, unlearn, and relearn. The goal is to move beyond just teaching literacy to cultivating creativity and an empowering worldview to prepare children for an uncertain future.
This presentation is an attempt to explode the mythology that has wrapped itself around Generations Net & Google. Through the lens of the recent JISC reports, we try and separate the wheat from the chaff.
The document discusses trends in social media usage and adoption by state departments of transportation (DOTs). It notes that internet access is increasingly mobile, with many Americans accessing the internet primarily through smartphones and tablets. Most commonly used social media tools by DOTs include Facebook, Twitter, YouTube, and LinkedIn. Challenges for DOTs in using social media include limited staff and resources to manage multiple platforms, as well as ensuring engagement and establishing an online brand. The document advocates having a clear social media plan and goals, and emphasizes that building an online community takes time.
This document discusses digital storytelling and its potential to increase critical thinking skills. It begins by describing the "Net Generation" of students who have grown up with widespread digital technology use. While these students are more visually literate and able to multitask, their reading skills have declined. The challenge is engaging these students through technology while still developing important 21st century skills like critical thinking. Digital storytelling and video games can help by making learning interactive and stimulating reflection. When computers are incorporated into classrooms through initiatives like 1-to-1 laptop programs, they become valuable supplemental tools for collaboration, independent learning, and developing 21st century skills.
In the stampede to "digitize the classroom" responsible educators need to pause and consider the negative impacts of EdTech. In this provocative session I'll examine five things "21st Century Educators" should be thinking about: Student data privacy, Corporate Influence, Equity, Professionalism & Infrastructure
Permission to Tell Stories: Digital storytelling, Glogs, and More Fate 09Susan Wegmann
The document discusses how digital storytelling can be used to engage students and invigorate learning. It provides examples of how teachers have used digital storytelling to teach vocabulary words and literary elements. Resources for digital storytelling like software, tutorials and example student projects are shared. The benefits of digital storytelling for students include improving writing, speaking, technical and personal skills through an authentic and collaborative process.
Visual Literacy And 21st Century SkillsMargo Sickele
The document discusses the importance of visual literacy and 21st century skills. It defines visual literacy as the ability to interpret and create visual messages. Developing visual literacy skills is important because visual communication is how many people process information. Additionally, 21st century skills like collaboration, digital literacy, and multimedia communication are essential for students to develop in order to be prepared for future careers and civic participation. The document provides examples of how to incorporate visual literacy instruction into the classroom through activities having students navigate, evaluate, and create visual content.
Ict ppt fauzia students uses of technologyAbdulHaliq2
The document discusses students' use of technology based on a study from Australia. It finds that most Australian children will grow up with ubiquitous access to technologies like computers, the internet, mobile phones, and social media. It describes trends in how students use these technologies, such as 90% accessing computers at school and 70% also using the internet. The document also discusses challenges and opportunities that new technologies present for educators to develop students' innovation, creativity, and learning.
Implementing Change discusses bring your own device (BYOD) programs in schools. It provides arguments for and against BYOD as well as details about challenges and strategies for implementation. The document outlines Eric Willard's pyramid for successful BYOD implementation, which emphasizes leadership, funding, technology planning, infrastructure development, and curriculum support. Early reviews of BYOD programs have been positive according to teachers participating, but challenges include network capacity, safety, and access inequities.
Gesture Interaction with Children for Education, Fitness, GamesObermannCenter
The document discusses research on natural user interactions (NUIs) for children. It describes several touchscreen interaction studies comparing how children and adults use touchscreen devices. The studies found that children miss more touch targets than adults, especially smaller targets. Children's gestures are recognized less accurately by modern recognizers designed for adults. The research aims to better understand how children interact with touchscreens and whole-body interfaces to inform the design of more effective interaction techniques and recognition algorithms for children.
During two days and with participants from across the University of Iowa and surrounding community, keynote speakers, local panelists, and the symposium organizers explored how -
-to encourage more departments to participate in the informatics initiative
-to assess campus resources for joint programming, courses, and research groups that engage not only science and technology, but also the arts, humanities, and social sciences
-to clarify the opportunities, challenges, and obstacles faced by researchers in HCI and informatics, including funding; tenure and promotion; research and publication; curriculum, disciplinary differences, and institutional barriers
This study examined how 4-7 year old children perceive their own use of computers. It explored whether children's access to computers, activities performed, skills, and attitudes varied by gender, age, socioeconomic status, or ethnicity. The study involved 167 children from two Dutch schools. One school was in a lower socioeconomic area with many immigrant families, while the other was in the city center and primarily middle class. Regardless of background, most children reported having computer access at home and school. Across settings, the primary reported activity was playing games. Older children used computers more often and with greater ability. Boys generally had more positive attitudes than girls, but few other differences were found regarding use or skills. The findings provide insight into
Handout from Ron Berk's presentation "No Teacher Left Behind" at AACTE's 63rd Annual Meeting and Exhibits, February 24-26, 2011 in San Diego, CA, #AACTE2011
The document discusses characteristics of the "Net Generation" or "digital natives", who grew up with technology and the internet. It describes how they differ from older "digital immigrants" in preferring visual and collaborative learning, multitasking, and being constantly connected. Examples are given of tools and activities popular among digital natives, like social media, videos, and mobile devices. The document argues educators must adapt techniques like project-based learning to meet the needs and styles of today's digital learners.
This document discusses how to design e-learning for Generation Y learners. Generation Y, born between 1980-1992, are digital natives who have shorter attention spans and prefer visual, creative, and engaging content over lectures. The document provides 12 guidelines for designing e-learning for Generation Y, such as allowing personalization, community participation, and search functions. It suggests incorporating elements from popular technologies like the iPhone, YouTube, Facebook, and Twitter that Generation Y finds engaging. The goal is to match Generation Y's preferences for informal, interactive, and up-to-date learning opportunities.
How do we help learners make the most of the web? What opportunities does it afford us? Where might it take us? An optimistic but cautious take on the web and learning
The document discusses how technology has changed the way students learn and how they process information. It contrasts "digital natives," who have grown up with technology and are fluent in the digital language, with "digital immigrants" who have adopted digital skills later in life. Additionally, it examines how cellphones can potentially be used as instructional tools in the classroom to support and strengthen learning if used appropriately.
The following slide show is a collection of ideas I found extremely helpful when trying to gain a deeper understanding of the Net Generation. I have referenced scholarly sources to support my ideas and have organized the material into several subheadings:
Who is the Net Generation?/ How are they different?
How do they learn best?
What are their learning expectations?
What are the implications for teaching this generation?
A look at Digital Citizenship as it is connected to one of the constants in teaching, the Key Competencies. Early conversations, entry points from Takapuna Intermediate school.
This document provides an overview and summary of resources from the book "The Flat Classroom Project". It includes summaries of chapters that discuss setting up a global classroom through connecting with others online, communicating, developing good digital citizenship, contributing and collaborating on projects, providing choices for students, allowing them to create, and celebrating their work. Links and quotes are provided from the book about various topics such as curating online content, assessing student participation, and designing collaborative projects. The document promotes joining the Flat Classrooms community and purchasing the book for more details on creating a global classroom.
Mobile and digital media literacy learning activityTara Conley
This document outlines a mobile learning activity that teaches digital and mobile media literacy skills to court-involved youth. The activity involves having youth explore local community resources using SMS, Google Apps, and IFTTT to crowdsource information. Youth will use camera phones and Google Maps to locate resources and report details like addresses, services provided, and opinions via text messages to Google Drive for storage and organization. The goals are to improve digital literacy skills, introduce collaborative Google Apps, and provide a situated learning experience through a real-world task of exploring neighborhood resources and sharing findings digitally. Potential challenges include lack of devices, WiFi access, and unstable living situations.
Information Skills in a Global 2.0 WorldKelly Lambert
Presentation slides for "Information Skills in a Global 2.0 World," presented at Arizona Library Association Conference November 2011 by Kelly Lambert.
This document discusses 21st century learners and learning environments. It notes that today's learners are digital natives who are technology dependent and prefer learning that is meaningful and relevant. It identifies the key attributes of 21st century learners as being curious, critical thinkers, communicators, collaborators, and creative thinkers. The document also discusses the structures, tools, and communities needed to support 21st century learning, including flexible learning spaces, access to digital tools, and communities that foster collaboration. It emphasizes teaching 21st century skills like critical thinking, communication, and media literacy to help students learn and succeed.
Digital Citizenship: Educating 21st Century LearnersMister Norris
The document discusses the philosophy and goals of a school media department for educating 21st century learners. It emphasizes the importance of digital literacy, critical thinking, problem solving, communication, collaboration and developing higher-order thinking skills over simply recalling facts. Specific lessons and examples are provided for teaching these skills through presentations, image manipulation, research, movie production, digital portfolios and reinforcing responsible online behavior and safety.
The document discusses students' use of technology based on a study from Australia. It finds that most Australian children will grow up with ubiquitous access to technologies like computers, the internet, mobile phones, and social media. It describes trends in how students use these technologies, such as 90% accessing computers at school and 70% also using the internet. The document advocates for educators to create technology-rich learning environments that encourage creativity, collaboration, and student-centered learning through problem-solving and online sharing of ideas.
Mobile technology is transforming education by making learning more student-centered, interactive, and accessible anywhere. CSL supports initiatives like "NICE" that provide underprivileged students with internet-connected devices and mentors to help broaden their learning experiences. By leveraging public networks and partnerships, CSL aims to promote digital inclusion and facilitate life-long learning beyond the classroom.
This document discusses using Facebook in educational contexts. It notes that students are increasingly using online tools and have high levels of technology access. While students are often characterized as "digital natives," research finds their skills are more varied. The document explores using Facebook for a specialist conference module and hospitality placements to facilitate inter-year support and engagement through groups, images, and connections. It analyzes the educational affordances and challenges of using Facebook, such as managing privacy and constraints.
This document discusses using Facebook in educational contexts. It notes that students are increasingly using online tools and have high levels of technology access. While students are often characterized as "digital natives," research finds their skills are more varied. The document explores using Facebook for a specialist conference module and hospitality placements to facilitate inter-year support and engagement through groups, images, and connections. It analyzes the educational affordances and challenges of using Facebook, such as managing privacy and constraints.
At the 29th Annual ACT Enrollment Planners Conference, Director Lee Rainie will highlight 13 things everyone should know about how today's teens use technology. With data from the Pew Research Internet Project's national surveys of teens and parents, Lee will highlight some critical ways digital tools are changing not only how teens communicate, but also how they gather information about the world and present themselves to others.
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Is Email Marketing Really Effective In 2024?Rakesh Jalan
Slide 1
Is Email Marketing Really Effective in 2024?
Yes, Email Marketing is still a great method for direct marketing.
Slide 2
In this article we will cover:
- What is Email Marketing?
- Pros and cons of Email Marketing.
- Tools available for Email Marketing.
- Ways to make Email Marketing effective.
Slide 3
What Is Email Marketing?
Using email to contact customers is called Email Marketing. It's a quiet and effective communication method. Mastering it can significantly boost business. In digital marketing, two long-term assets are your website and your email list. Social media apps may change, but your website and email list remain constant.
Slide 4
Types of Email Marketing:
1. Welcome Emails
2. Information Emails
3. Transactional Emails
4. Newsletter Emails
5. Lead Nurturing Emails
6. Sponsorship Emails
7. Sales Letter Emails
8. Re-Engagement Emails
9. Brand Story Emails
10. Review Request Emails
Slide 5
Advantages Of Email Marketing
1. Cost-Effective: Cheaper than other methods.
2. Easy: Simple to learn and use.
3. Targeted Audience: Reach your exact audience.
4. Detailed Messages: Convey clear, detailed messages.
5. Non-Disturbing: Less intrusive than social media.
6. Non-Irritating: Customers are less likely to get annoyed.
7. Long Format: Use detailed text, photos, and videos.
8. Easy to Unsubscribe: Customers can easily opt out.
9. Easy Tracking: Track delivery, open rates, and clicks.
10. Professional: Seen as more professional; customers read carefully.
Slide 6
Disadvantages Of Email Marketing:
1. Irrelevant Emails: Costs can rise with irrelevant emails.
2. Poor Content: Boring emails can lead to disengagement.
3. Easy Unsubscribe: Customers can easily leave your list.
Slide 7
Email Marketing Tools
Choosing a good tool involves considering:
1. Deliverability: Email delivery rate.
2. Inbox Placement: Reaching inbox, not spam or promotions.
3. Ease of Use: Simplicity of use.
4. Cost: Affordability.
5. List Maintenance: Keeping the list clean.
6. Features: Regular features like Broadcast and Sequence.
7. Automation: Better with automation.
Slide 8
Top 5 Email Marketing Tools:
1. ConvertKit
2. Get Response
3. Mailchimp
4. Active Campaign
5. Aweber
Slide 9
Email Marketing Strategy
To get good results, consider:
1. Build your own list.
2. Never buy leads.
3. Respect your customers.
4. Always provide value.
5. Don’t email just to sell.
6. Write heartfelt emails.
7. Stick to a schedule.
8. Use photos and videos.
9. Segment your list.
10. Personalize emails.
11. Ensure mobile-friendliness.
12. Optimize timing.
13. Keep designs clean.
14. Remove cold leads.
Slide 10
Uses of Email Marketing:
1. Affiliate Marketing
2. Blogging
3. Customer Relationship Management (CRM)
4. Newsletter Circulation
5. Transaction Notifications
6. Information Dissemination
7. Gathering Feedback
8. Selling Courses
9. Selling Products/Services
Read Full Article:
https://digitalsamaaj.com/is-email-marketing-effective-in-2024/
2. An opening thought…
‘Just because this generation of students has grown up
with the technology and the accompanying tools of the
digital age doesn‘t mean that throwing technology at
them in the classroom will automatically result in
effective teaching and/or learning.’
Berk, 2010
3. What we hope to do now…
We will look at previous research on the key learner
characteristics of this generation of students which have
specific implications for how we should use technology in your
classroom.
Our hope is that we will be able to leverage the technology
tools they are already using to match their characteristics. Thus,
we will be able to tailor your teaching strategies to fit your
students.
We suggest a variety of technology strategies that match their
characteristics. They will enable us to connect with them and
build trust and credibility.
4. Layout
1) Defining Generation Y
2) A look at how they differ from us
– Attitudinally
– Physiologically
3) How research has characterized the use
of technology by this generation
4) The ten commandments of teaching
Generation Y
5. 1) Defining Generation Y
The boundaries: (Lancaster & Stillman)
Baby boomers 1946 – 1964
Generation X 1965 – 1980
Generation Y 1981 – 1999
Generation Z 2000 - present
6. Attitudinal differences
At work:
‘What can this job do for me?’
‘How can this help me grow?’
‘I won’t sacrifice my life for work.’
In education:
‘The old way… where the teacher is the sage
on the stage, doesn’ty work for me.’
7. Physiological differences?
Are their brains wired differently?
UCLA Study (2007):
•Can older generations rewire their
brains?
•Can we replicate what Generation Y
has done?
10. 1. Generation Y is tech savvy?
• They have grown up with the technology
• They expect information to be at their fingertips
• Their experience has enabled them to master complex
tasks and make decisions rapidly
• However, they are not necessarily NET savvy
• They are exposed to loads of information, but lack an
understanding of how to find, evaluate, use, and present
that information
• We need to foster information literacy and strong
critical thinking skills
11. 1. Generation Y is tech savvy?
‘Neveretheless, a digital divide exists among Generation Y,
based on machine vintage, connectivity, online skills,
autonomy and freedom of access, computer support, and
interest in using the technology.’
• Carlson, 2005
• Junco & Mastrodicasa, 2007
• Prensky, 2006
• Lorenzo & Dziuban, 2006
• Hawkins & Oblinger, 2006
• Oblinger, 2008a
• Oblinger & Hawkins, 2006
• Rockman et al, 2004
13. 2. Generation Y relies on Search
Engines for Information
• 2006: About __% of Generation Y began
searches for everything with search engines
• Ease-of-use mentality
• High comfort level has fostered a false sense
of ability - they often overestimate their skills at
finding and evaluating online information
14. 2. Generation Y relies on Search
Engines for Information
• 2006: About 89% of Generation Y began
searches for everything with search engines
• Ease-of-use mentality
• High comfort level has fostered a false sense
of ability - they often overestimate their skills at
finding and evaluating online information
15. 2. Generation Y relies on Search
Engines for Information
Online Computer Library Center survey (graduates from 6
countries):
__% consider search engines to be a good or perfect fit for
their lifestyle
63% consider online or physical libraries to be a fit
‘While the libraries’ resources are considered more accurate
and trustworthy than search engines, they fall far short of
students‘ expectations of speed, convenience, ease of use,
cost-effectiveness, and reliability.’
• OCLC, 2006
• Manuel, 2002
• Bodi, 2002
16. 2. Generation Y relies on Search
Engines for Information
Online Computer Library Center survey (graduates from 6
countries):
94% consider search engines to be a good or perfect fit for
their lifestyle
63% consider online or physical libraries to be a fit
‘While the libraries’ resources are considered more accurate
and trustworthy than search engines, they fall far short of
students‘ expectations of speed, convenience, ease of use,
cost-effectiveness, and reliability.’
• OCLC, 2006
• Manuel, 2002
• Bodi, 2002
18. 3. Generation Y loves Multimedia
• They are used to entertainment, speed, and accessing
music, videos, games and information in their own way
• They prefer interactive media rather than passive TV
• They move seamlessly between real and virtual
worlds
• They are nomadic - they get whatever they want: It‘s
theirs for the taking
• Many will obtain their music, videos, ringtones, and
software free, illegally, online rather than buy it
19. 3. Generation Y loves Multimedia
‘Leveraging these media in the classroom is critical to
connecting with their culture’
• Gibson, Aldrich, & Prensky, 2007
• Oblinger, 2008a
• Berk, 2003, 2008b, 2009a
• Eddy & Bracken, 2008
• Miller, 2009
• Abram & Luther, 2004
• Tarlow & Tarlow, 2002
21. 4. Generation Y Multitasks on
everything
They can naturally do several tasks easily at the same time
Mixing play and work is common
‘Generation Y can move quickly from one activity or medium to
another, such as using texting, chatting with their friends on a
cell or smart phone or iPhone, and e-mailing all at once, while
surfing the Net and watching TV or doing homework.’
•Junco & Mastrodicasa, 2007
•Prensky, 2006
•Roberts, 2005
24. 5. Generation Y Communicates
Visually
• They are visually literate, comfortable in an image-rich
rather than text-only environment.
• Many don‘t like to read books, especially textbooks,
although they do it when required
• They consider printed works expensive, boring, and a
waste of time
• They prefer visuals, graphics, and images of any kind,
such as icons, videos, and photos
• They communicate visually by capturing images with
mobile phones, then sharing them through Facebook,
or similar social media
• They post photos on Flickr and videos on YouTube
25. 5. Generation Y Communicates
Visually
‘Social bookmarking permits them to share images in a peer-
to-peer world. They are able to weave together images, text,
and sound easily as well as move between the real and the
virtual instantaneously Live classroom demonstrations with
music also provide powerful, unforgettable images.’
• Berk, 2001, 2002, 2007, 2008b
• Vaidhyanathan, 2008
• Gomez, 2007
• Oblinger, 2008a
• Frand, 2000
• Manuel, 2002
• Ostrow, 2007
• Polin, 2007
27. 6. Generation Y is Emotionally Open
Learners express their feelings easily
‘They are open to meeting new people, sharing personal
information, and digital storytelling online in blogs, wikis,
Facebook, or other social media’
•Junco & Mastrodicasa, 2007
•Lenhart, Rainie, & Lewis, 2001
•Oblinger, 2008b;
•Oblinger & Oblinger, 2005
29. 7. Generation Y Prefers
Teamwork and Collaboration
Social tendencies + need for interpersonal interaction (both online
and face-to-face) = preference for working in teams rather than
alone.
Collaboration enables their collective intelligence to emerge
through the pooling of knowledge, research, arguments, and
insights from diverse groups of people
• Junco & Mastrodicasa, 2007
• Ramaley & Zia, 2005
• Strauss & Howe, 2006
• Berk, 2002, 2007, 2008a, 2008b, 2009a, 2009c
31. 8. Generation Y Prefers Typing to
Handwriting
Taking notes in class the ‘old fashioned way’ is not Generation
Y’s way
They want to type notes, communications, essays, and essays
on their laptop, iPhone, or iPad
That is what they are used to doing
‘The advantages of Word far outweigh any alternative of
verbal print communication’
• Frand, 2000
33. 9. Generation Y Creates Internet
Content
While __% use the Internet to assist with
homework; many also contribute to its
content.
57% design and write Websites, post blogs
with pictures and original artwork, and
make videos for YouTube daily.
• Polin, 2007
34. 9. Generation Y Creates Internet
Content
While 90% use the Internet to assist with
homework; many also contribute to its
content.
57% design and write Websites, post blogs
with pictures and original artwork, and
make videos for YouTube daily.
• Polin, 2007
35. 9. Generation Y Creates Internet
Content
• Social bookmarking permits students to tag,
comment, evaluate, and collect published works
• It fosters direct peer-to-peer engagement to create,
share, and interact via networks (Flickr, del.icio.us,
and Digg)
• These students are major contributors to the
Internet by developing, consuming, commenting on,
and rating Web materials
37. 10. Generation Y Craves Instant
Feedback
Generation Y receives feedback from
everywhere
They are considered the most child-centered
generation ever
Examples: video games and the internet
• Reilly, 2012