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Digital Natives Different kinds of experiences lead to different brain structure. Dr. Bruce Perry structure. Dr. Bruce Perry Our greatest fear is that at this moment, despite our very best efforts, we are doing a terrific


  1. • Digital Natives • “Different kinds of experiences lead to different brain structure.” Dr. Bruce Perry structure. Dr. Bruce Perry • Our greatest fear is that at this moment, despite our very best efforts, we are doing a terrific job of preparing our children for year 1960 and we may be being optimistic in saying that. saying that.

  2. • Alex Toffler in Power Shift said “Whoever Alex Toffler in Power Shift said, Whoever Q Q controls information will have the power to lead the world.” U U O • Information changes every 11 seconds T • T T W W A D I E E • Different kinds of experiences lead to S different brain structures – Dr. Bruce Perry

  3. Q • You learn at your best when you have something you care about and can get pleasure in being U U engaged in – Howard Gardner engaged in. – Howard Gardner O T • Before internet – two most important developments from an educational perception E E were the invention of the printing press and p g p creation of the university system. S

  4. QUOTES QUOTES • Our students have changed radically. Our students have changed radically. Today’s students are no longer the people our educational system was designed to our educational system was designed to teach.

  5. Thinkin Thinking in the g g in the Future Tense F F uture Tense Jenn Jennifer James James • “We are all confused and ambivalent, trying to get our bearings in an age of such rapid change. We are b i i f h id h W experiencing Epic Shift in the way we think and feel about ourselves and our jobs, about the way we live, and about the future itself about the future itself. • Cyber age, a new culture of systems and connections. • Cybors (Cybernetic organisms) half man – half machine hybrids whose physical y p y tolerances and skills extend beyond previous human limitations.

  6. • Children are highly accomplished Cyborgs – Computer Children are highly accomplished Cyborgs Computer, they don’t read instructions. They make intuitive connections, grab the keypad, joystick and take off. • Chips and imagination are creating smart offices smart • Chips and imagination are creating smart offices, smart houses, smart cars, smart telephones. Need computers to get access to libraries (no card files), voice mail, electronic mail, gas pumps, and automated cash machines.

  7. Other Examples: • Voice print, fingerprint – open doors • Cars – unlock, lock, start • Cars drive themselves – experiment in Germany’s auto bahns. p y • Computers will triple writing speed operated by voice activation technology. • Bodies reconstructed by total prosthesis – except for brain. • Future jobs -- 80 % Cerebral 20 % Manual

  8. The is to “Think in the Future Tense”

  9. Perspective Seeing with new eyes Pattern Recognition Recognizing the future Cultural Knowledge Cultural Knowledge Harnessing the Power of Myths Harnessing the Power of Myths and Symbols Flexibility y Speeding up your response time g y Vision Understanding the past to know the future Energy Doing more with more or less Intelligence g Mastery of new forms of y intelligence Global Values Profiting from diversity

  10. 53 Trends Now Shaping the Future Marvin Cetron Marvin Cetron • The growth of the information industries is creating a knowledge–dependent global society creating a knowledge dependent global society. • Telecommuting is a growing knowledge-age g g g g g phenomenon. • 80% of companies worldwide now are estimated • 80% of companies worldwide now are estimated to have employees who work from home. • For a good career in any field, computer competence is mandatory.

  11. Technology increasingly dominates both the economy and society: – Robots are taking over more jobs. – Wireless connections simplify relocation of personnel; minimize delays. – By 2010 – Artificial Intelligence (AI), data mining, and virtual reality will help companies to assimilate data and solve problems. AI applications include: robotics, machine vision, voice recognition speech synthesis electronic data processing health recognition, speech synthesis, electronic data processing, health and human services. This will require higher level of education and training We must get This will require higher level of education and training. We must get used to the idea of lifelong training.

  12. Growi Growing Up g Up Digital Digital Don Tapsc Don Tapscott tt  With their fingertips they can traverse the world With their fingertips they can traverse the world  They have new tools for inquiry, analysis, self-expression, y q y, y , p , influence and play  They have unprecedented mobility They have unprecedented mobility  2/3 have personal computers p p  Net Generation refers to generation of children between the ages of 2 and 30. ages of 2 and 30.

  13. Children of Children of the the Digital Age Digital Age  Broadcast Learning – Approach to learning where an expert who has information transmits or broadcasts it to the student.  Lecture, textbooks, homework assignments are all analogies for the broadcast media: one way – centralized.  Foundations of authoritarian, top-down teacher-centered.  F d ti f th it i t d t h t d  Teacher is primarily a transmitter  Teacher is primarily a transmitter.

  14. Children of Children of the the Digital Age Digital Age  Curricula are designed by experts who know the best sequencing of material and how children learn a subject. j  Programs are not customized to each student but rather designed to meet the needs of a grade – one size fits all.  Paradigm Shift – from Broadcast Learning to Interactive Learning  Paradigm Shift – from Broadcast Learning to Interactive Learning.

  15. Linear, sequential / serial Hypermedia learning Instruction Construction/discovery Broadc Teacher-centered Learner –Centered arning cast Lear Absorbing materials Absorbing materials Learning how to learn Learning how to learn active Le School Lifelong rning Intera One-size-fits-all Customized School as torture School as fun Teacher as transmitter Teacher as facilitator

  16. ARE YOU ARE YOU ARE YOU ARE YOU A DIGITAL NATIVE A DIGITAL NATIVE A DIGITAL NATIVE A DIGITAL NATIVE OR OR A DIGITAL IMMIGRANT? A DIGITAL IMMIGRANT? Mark Prensky Mark Prensky

  17. • Today’s students (K-16) first generation to grow up Today s students (K 16) first generation to grow up with new technology. • Surrounded by and using: computers, videogames, digital music, video cams, cell phones, and all the other toys and tools of the digital age other toys and tools of the digital age. • Today’s average college grads have spent less y g g g p than 5,000 hours reading, but over 10,000 hours playing video games (not to mention 20,000 hours watching TV watching TV.

  18. • Computer games, email, internet, cell phones and instant messaging are integral parts of their lives. • Students of today are called – N-Gen or D-gen or y g Digital Natives The rest of us are digital immigrants.

  19. DIGITAL IMMIGRANTS DIGITAL IMMIGRANTS DIGITAL IMMIGRANTS DIGITAL IMMIGRANTS • Can be seen in such things as turning to the internet for information second rather than first. • Reading the manual for a program rather than assuring that the program itself will teach us how to use it. • Printing out e-mail. • Print out documents written on the computer in order to edit it.

  20. • Bring people physically into your office to see an interesting web site (rather than sending it). interesting web site (rather than sending it) • “Did you get my e-mail?” Phone call. y g y • Do not believe their students can learn successfully while watching TV or listening to music. hil t hi TV li t i t i • Think that learning can’t (or shouldn’t) be fun • Think that learning can t (or shouldn t) be fun.

  21. DIGITAL NATIVES – DIGITAL NATIVES – (DN) DN) • DN are used to receiving information really fast. • Like to parallel process and multi-task. Lik t ll l d lti t k • Prefer their graphics before their text rather than the • Prefer their graphics before their text rather than the opposites. • Prefer random access (like hypertext). • They function best when networked. • Thrive on instant gratification and frequent rewards • Thrive on instant gratification and frequent rewards.

  22. • Prefer games to serious work. • Grew up in the “twitch speed” of video games and MTV MTV. • Are used to the hypertext, downloaded music, yp , , phones in pockets, a library on their laptops, beamed messages and instant messaging. • They have been networked most of all of their lives. • They have little patience for lectures, step-by-step logic and talk-tests instruction.

  23. Methodology Methodology Methodology Methodology • Teachers have to learn to communicate in T h h l i i the language and style of their students. • This means going faster, less step-by- step more in parallel more random step, more in parallel, more random access.

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