NetGen learners: Interacting, collaborating, and participating Gayle K. Stein, Ph.D. Associate Director for Instructional Technology and Instructor, Information Technology and Informatics Rutgers, The State University of New Jersey 2 The Net Generation: Digital Natives • • • • • • • • “NetGeners” “Millenials” “The Internet generation” “Generation Y” “Echo boomers” “The Google generation” “The mySpace generation” “The iPod generation” 3 The Net Generation 4 Millenials go to college 5 Digital immigrants Digital natives Digital foreigners 6 ~ Adapted from Prensky, 2003 What does this mean for higher education? 7 We have to Change! 8 Moving from the 1990s to the future The 1990s: Education 1.0 – – – – One way process Students consume what it given to them by professors Largely solitary Technology: • Involves “going to” someplace on the Web • Someone else, like a programmer or designer, creates info for the Web ~ Adapted from Keats, 20069 Moving from the 1990s to the future Today: Education 2.0 – Two way content creation – Increased Online, socialpersonal, interaction hyperlinked journals – Technology: Online, shared photo album • Can interact with stuff on Web, enter information College version of • Many sites to post to- Blogs, for text; Flickr for photos, mySpace YouTube for video, mySpace and Facebook for posting personal information and relationship links • Can have information “pushed” to you instead of having to go to where it is on the Net • Beginning to “tag” information onsocial web, networking with user-created Personal site keywords Online, shared where you are linked with others video repository ~ Adapted from Keats, 200610 who have the same interests Moving from the 1990s to the future Tomorrow: Education 3.0 – Collaborative knowledge creation – Learners create knowledge artifacts – Technology: • Information is “pushed” to you based on selected tags and search criteria • Anyone will be able to create information • Standards to allow “drag and drop” between applications • Greater educational uses of social networking technologies ~ Adapted from Keats, 200611 Educational generations in higher education Education 1.0 Education 2.0 Education 3.0 Primary role of Source of professor knowledge Guide and source of knowledge Orchestrator of collaborative knowledge creation Learning activities Traditional-essays, assignments, tests some groupwork in classroom Traditional with more collaborative technologies Open, flexible learning allowing students to create knowledge to be shared among peers around the world Student behavior Largely passive Passive to active, Active, strong sense of absorptive ownership of own education, co-creation 12 of resources Reference sources Content immersion Online, collaborative Education 1.0 Education 2.0 encyclopedia CD-based Google search encyclopedia Wikipedia software Handouts, Online scholarly Smart games literature finder powerpoint, books Textbooks Paper Integration w/ course Simulated environment management system intended for user interaction (CMS) Office hours In-person, email, phone Software Individual licenses Education 3.0 Google Scholar Citizendium Online, collaborative games and simulations Scholarly Wikipedia Fully online, dynamically edited texts integrated w/ other tools in CMS Virtual offices/worlds Online shared whiteboard, chat/ instant messaging, videoconferencing Site licensed software Web-based software 13 Moore’s theory of learner interaction Learner-Content Learner-Instructor Learner-Learner 14 Instructional technologies used in the 1990s Learner-Content Learner-Instructor • Books • Electronic databases for fee • Websites • Reference sources on CD • Language tapes • Course packs • Computer labs • Paper portfolios • • • • • Office hours Telephone Class time Email Paper assignment submissions Learner-Learner • • • • • Bulletin boards Usenet news groups Email lists Study groups Classroom group activities 15 Subscription service for news, podcasts, and other “pushed” content Media file that you can subscribe to Instructional technologies used today Learner-Content Learner-Instructor Learner-Learner • ePortfolio • Blogs • Digital language labs • Chat Online tool for creating • Podcasting • RSS feeds • Discussion boards • Desktop personal bibliographies • RSS feeds videoconferencing • Online Online grades tools for creating • Wikis shared text documents and• RefWorks • Electronic andOnline collection of electronic • Blogs • Degree audit online publisher artifacts, managed by a user to spreadsheets • Wikis • Discussion boards • Photo rosters content dynamically demonstrate • Clickers • Instant messaging abilities over time • RSS feeds • Educational • Instant messaging • Cell phones • Google games docs/spreadsheets • Online shared • Refworks • Simulations calendars • ePortfolios • RefShare Online tool for creating • eReserves • Smart classrooms • ePortfolios 16 shared bibliographies combines email, Instructional technologiesDevice for that tomorrow text messaging, web browsing, When computer functions are Learner-Content Learner-Learner Learner-Instructor camera, multimedia player, integrated into everyday life, mobile telephone often in an invisible way • iPhone • YouTube video responses • Learner created • Ubiquitous computing • Facebook/mySpace groups content Social bookmarking • Virtual worlds web service for Networkcomputing where data, • Ubiquitous • Ubiquitous computing storing, sharing, networks and discovering web • Converged video, and voice are • Flickr • Flickr bookmarks • Online collaborative carried on same fiber • del.icio.us games and • del.icio.us • Folksonomy Website that allows users •toCoverged networks simulations categorize and retrieve webpages, • Virtual environments/worlds photographs, weblinks and other web content using tags • Online collaborative games 17 and simulations Putting it all together 1990s Today Tomorrow Learner/content Books, electronic dbs-for fee, websites, CD-based ref sources, language tapes, course packs, computer labs, online news, paper portfolios ePortfolios, RSS, eReserves, electronic and online publisher content, educational games, podcasting, simulations Learner created content, ubiquitous computing, Flickr, delicious, flickr, folksonomy Learner/instructor Office hours, telephone, class time, email, paper assignment submissions Learner/learner Bulletin boards, Usenet, email lists, study groups Chat, blogs, wikis, RefShare, clickers, online calendars, desktop videoconferencing, smart boards, IM, smart classrooms, digital language labs, discussion boards, online grades, degree audit, photo rosters, RSS feeds, cell phones, Refworks, ePortfolios iPhone, ubiquitous computing, virtual worlds, converged networks, online collaborative games and simulations Blogs, RSS, wikis, RefWorks, discussion boards, IM, Google docs/spreadsheets, ePortfolios YouTube video responses, Facebook/mySpace groups, ubiquitous computing, Flickr, delicious, Skype, virtual environments/worlds, online 18 collaborative games and simulations Course management systems aka learning management systems, collaborative learning systems 19 A short story about the future Video chat and video software system Sustainable livelihood community of practice blog del.icio.us Flickr Free content sites 20 Interaction and collaboration: Anytime, anywhere Special thanks to NetGeners Jesse Schibilia Karen Campbell Dan Cunningham and all of my SCILS students for helping this digital immigrant begin to assimilate into their digital culture Gayle K. Stein, Ph.D. Associate Director for Instructional Technology and Instructor, Information Technology and Informatics Rutgers, The State University of New Jersey