Generation G and the 21st Century

ELI Spring Focus Session on Immersive Learning Environments

North Carolina State University

March 27-28, 2007

Richard Van Eck
Associate Professor, Instructional Design and Technology
Univ of North Dakota
Keynote Speech

Here's a synopsis - the full presentation will be posted soon!

Gen G – The gamer generation.

• Gen G are 2.0 learners.
• Gen G doesn't place boundries on work space, play space – it's all together.
• Flighty, spoiled, unwilling to work – untrue Gen G stereotypes.
• Nothing is technology because all is technology.
• Cognitive complexity of games and ILEs may be responsible. Must be quick, integrate info., etc.
• Gen G expect the environment to adapt to them.
• Gamers quickly analyze new situations, work independently and in groups, with others they don't know well.

Gen G Believes

• Organization important.
• Should be paid for performance.
• Team players.
• Lives in N dimensional world – living in dataspaces – ILEs, not spreadsheets.

GAMES

• Interactive
• Engaging
• Problem-based
• Situated Cognition
• Scaffolding - ZPD (see Vgotsky)
• Cognitive disequilibrium
• Assessment built in

Life 2.0
• Immersive
• Social
• Negotiated
• Collaborative
• Virtual

Misc.

• Flynn Effect – Every 10 years standardized intelligence tests must be re-normalized – intelligence is growing. Why? Unknown.
• Machinima – Self-produced by gamers, ILEers just for the fun of doing it.

Comments

It seems every newly defined

It seems every newly defined generation is labeled spoiled, dissipated and lazy. Gen X, Gen Y, Millenials, you name it. Of course, the labels are created by the regretful older generation. Of course, the labels were true applied to hippies ;-)