The Influence of Generation M on Learning Object Development Denise Stockley, PhD Joy Mighty, PhD.
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Transcript of The Influence of Generation M on Learning Object Development Denise Stockley, PhD Joy Mighty, PhD.
Agenda
Generation M Millennial Characteristics Teaching Generation M Learning Objects and Generation M
Generations
Birth Cohorts20-22 years
GI’s (WWII)1901-1924
Silent Generation1925-1942
Baby Boomer1943-1960
Generation X1961-1981
Millennials1982- Present
Generational Differences
Baby Boomers
TV generation
Typewriters Memos
GenerationX
Video games Computers Email
Net Gen
The Web Mobile devices IM Text Messaging Online
communities
D. Oblinger
For this Generation…
Ctrl + Alt + Del is as basic as ABC Computers have always fit in their backpacks The Internet is better than TV Reality is no longer real Doing is more important than knowing Multitasking is a way of life Typing is preferred to handwriting Staying connected is essential There is zero tolerance for delays Consumer and creator are blurring Bert and Ernie are old enough to be their
parents
MILLENIALS ARE SPECIAL
Special - Product of a dramatic birth-rate reversal. Older generations have instilled in Millennials that they are vital to the Nation.
Generation of “wanted” children Central to their parents’ sense of purpose Many Boomer parents delayed having children until
financially secure
MILLENIALS ARE SHELTEREDSheltered – Spawned by the youth safety
movement after events such as Columbine, child-abuse in the media, child safe devises and rules.
Baby on Board signs were created for this generation Their well being has dominated legislation (child
restraints, home products, movie/video ratings, campus security)
Boomer parents tend to be over-protective
MILLENIALS ARE CONFIDENTOptimistic/Confident - Good news for a
Millennial = good news for the Nation! 9 in 10 Millennials describe themselves as “confident,” “happy,” and “positive”.
Raised by parents believing in the importance of self-esteem
Optimistic yet practical Hopeful of the future Enjoy strong connections with their parents
MILLENIALS ARE TEAM-ORIENTEDTeam Oriented - Millennials believe in their
“collective power”. Group learning is emphasized in the classroom.
They are used to being organized in teams They have spent much of their time working and learning
in groups They have established tight peer bonds They are inclusive
MILLENIALS ARE ACHIEVINGAchieving – Higher school standards and
more accountability.
They are very much into setting and meeting goals They have the benefit of best-educated parents They are the smartest ever with rising proficiency in
math, science and standardized tests They are subject to mandatory testing
MILLENIALS ARE PRESSUREDPressured – Parents are pushing them to
avoid risks, study hard, and take advantage of opportunities.
They are pushed to succeed They are pushed to attend college They are pushed to choose careers that “pay off” nicely
MILLENIALS ARE CONVENTIONALConventional – Millennials support the idea
that rules can help. They take pride in their improving behavior.
They identify with their parents’ values They are “rule followers” (if we give them clear rules they
can understand) They accept authority “Whatever” – passive approach to dissent They feel close to their parents
Generation M’s Learner Characteristics Rules are perceived without personal or moral commitment
leading to “cheating is OK if you don’t get caught’ Learning not for the sake of learning and thrill of knowledge Studying to pass the test, pass the course, and get the
degree Easily bored if ‘nothing to do’ More general knowledge but less discipline to explore a
subject in depth Experience high levels of stress and anxiety Large career aspirations, but with unrealistic expectations
about what is required to reach the goal
Generation M: Pedagogical Strategies Collaborative Learning
Problem or Case Based Learning Service-Learning - learning must expand beyond classroom
walls Learning Communities Learn academic content through real-world examples Learning must be relevant, engaging, and meaningful to their
lives Information must be individually tailored Portability of information is critical
“Based on these perspectives of the new generation of learners, we are faced with a design conundrum where instructional design epistemological traditions may not be consistent with the constructivist, collaborative engagements afforded by online environments. At the same time we have the potential of a new generation of learners for whom technology IS the environment and for whom learning means different things. If we adopt this assumption, then we must re-think the paradigms for conceptualising, creating and implementing online learning environments.” (Sims, 2006)
Learning Objects Definition
Sample definitions Interactive computer program 15 minutes to 2 hours One sitting Addresses an Instructional Bottleneck
Ultimately, learning objects are any digital entity designed to meet a specific learning outcome that can be reused to support learning.
CLOE@Queen’s CLOE@Queen’s is our approach for learning object
development, which is rooted in the need to build and sustain a learning community. This approach is used in the partnership, hiring of students, and working with faculty.
Partnership between the Centre for Teaching and Learning, Information Technology Services, Queen’s Library
Team includes: Educational Developer, Technical Staff, Librarian, and 2 senior undergraduate students
http://www.queensu.ca/cloe/
Students as Learning Object Developers Actively involved in the design process – not just the
consumer of learning objects Participate in Camp CLOE Act as the project manager and worked directly with
the faculty
Students are recommended to us by our Computing Science faculty Students felt honored to be asked to be on the
project Students worked more hours than their contractual
agreement as they were very involved in the project
Design Considerations Expect personalized/individualized needs and preferences to
be incorporated Expect immediate gratification/feedback Expect to be challenged Expect to be rewarded Expect teamwork to be built in – not everything is an individual
or solo activity Expect multi-user ability - influence of the gaming industry Expect learner-centric vs teacher-centric Expect content to be dynamically generated Expect experiential learning, facilitation, and reflection all in
one neat package
Accessing Learning Objects
Need to run on as many platforms as possible
Mobile computing Tablets PDAs IPODS Cell phones Etc.
Remember the importance of needs analysis and usability testing!
Next Steps
How can you develop learning objects that are Generation M friendly?
For More Information Denise Stockley