Digital Natives and Immigrants: Atsusi “2c” Hirumi, Ph.D. Associate Professor & Co-Chair Instructional Technology University of Central Florida

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Presentation transcript:

Digital Natives and Immigrants: Atsusi “2c” Hirumi, Ph.D. Associate Professor & Co-Chair Instructional Technology University of Central Florida Implications for Training and Education

Basic Premise Today’s schools and training programs are not designed for today’s youth.

Today’s Youth Digital Natives) First generations to grow up in Digital Age (Digital Natives). Surrounded by computers, videogames, digital music players, video cams, cell phones, Internet, instant messaging, , etc. Average college graduates < 5,000 hours reading > 200,000 s and instant messages > 10,000 hours playing video games > 10,000 talking on cell phones > 20,000 hours watching TV

Today’s Youth Children raised with the computer “think differently from the rest of us. They develop hypertext minds. They leap around. It’s as though their cognitive structures were parallel, not sequential.” (Winn, 1997) “Linear thought processes that dominate educational systems now can actually retard learning for brains developed through game and Web-surfing processes on the computer.” (Moore, 1997)

Today’s Youth Neurobiology Brain structure and organization changes throughout life. Brain cells replenished constantly. Thinking patterns change depending on experiences.

Today’s Youth Neurobiology that codes information differently. Emotion stimulates amygdala that codes information differently. Stories stimulate both left & right hemispheres of brain; facts stimulate only the left.

What’s the Problem? With insufficient time, training, tools or incentives, educators rely on past practices. Training and education pre- dominately teacher-directed Many online courses continue to mimic [poor] correspondence mail models of DE.

What’s the Problem? Teacher-directed methods and materials…. Rely heavily on text-based materials that focus on the transmission of information Rely heavily on text-based materials that focus on the transmission of information Limited interactions resulting in feelings of isolation & anonymityLimited interactions resulting in feelings of isolation & anonymity Do not promote social interactions to interpret & construct knowledge Do not promote social interactions to interpret & construct knowledge Are not engaging (w/o teacher) Are not engaging (w/o teacher) Fail to use the potential of technology Fail to use the potential of technology

What’s the Problem? “What is in the (text) book is only one fourth of the story. It is like an iceberg where three- quarters of the story you don’t see, it is beyond the page.” Hemingway

Purpose Compare & Contrast Digital Natives & Digital Immigrants Compare & Contrast Digital Natives & Digital Immigrants Describe Planned R&D Efforts Describe Planned R&D Efforts Discuss Implications for Training & Education Discuss Implications for Training & Education

Compare & Contrast

Digital Immigrants Step-by-Step Linear Processing Text First Work Oriented Stand Alone Digital Natives Random Access Parallel Processing Graphics First Play Oriented Connected

Planned R&D Efforts Develop instrument distinguishing Digital Natives and Immigrants (Kelsey) Test Prensky’s propositions (Jeonghee, Kelsey) Taxonomy for analyzing game design (Angelique) Review game engines (Pete) Integrating ISD “hooks” into Delta 3D Engine (Patty) Develop EME6XXX Instructional Game Design for Training and Education (Kelsey, Pete, Rodney) Storytelling and Gaming Research Support Site Storytelling and Gaming Research Support Site

Testing Prensky’s Propositions Natives Immigrants Performance AB A Text-First B Graphics-First

Testing Prensky’s Propositions Natives Immigrants Performance AB A Text-First B Graphics-First

Testing Prensky’s Propositions O 1 R N X 1 O 2 O 3 O 1 R I X 1 O 2 O 3 O 1 R N X 2 O 2 O 3 O 1 R I X 2 O 2 O 3 Research Design for ATI Study

Testing Prensky’s Propositions O 1 X 1 O 2 O 3 X 2 O 4 O 5 Basic Research Designs R X 1 O 2 O 3 R X 2 O 2 O 3

Discuss Implications Digital Immigrants Step-by-Step Linear Processing Text First Work Oriented Stand Alone Digital Natives Random Access Parallel Processing Graphics First Play Oriented Connected