Generational Differences Baby Boomers TV generation Typewriters Memos
Generation X Video games Computers Email Net Gen
D. Oblinger The Web Mobile devices IM Text Messaging Online communities 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 Millennial Characteristics
The Top 7 List Howe and Straus 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 SHELTERED Sheltered 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 CONFIDENT Optimistic/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 selfesteem Optimistic yet practical Hopeful of the future Enjoy strong connections with their parents
MILLENIALS ARE TEAMORIENTED Team 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 ACHIEVING Achieving 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 PRESSURED Pressured 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 CONVENTIONAL Conventional 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 The Millennial Generation
Teaching Generation M Generation Ms Learner Characteristics Rules are perceived without personal or moral commitment
leading to cheating is OK if you dont 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 Learning Objects and Generation M 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. [email protected]
[email protected] 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, Queens 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?
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