Digital Natives, Digital Immigrants - PowerPoint PPT Presentation

1 / 19
About This Presentation
Title:

Digital Natives, Digital Immigrants

Description:

Digital natives, digital immigrants: An analysis of age and ICT competency in teacher education. Journal of Educational Computing Research, 38(3), 235-254. – PowerPoint PPT presentation

Number of Views:949
Avg rating:3.0/5.0
Slides: 20
Provided by: hbu87
Category:

less

Transcript and Presenter's Notes

Title: Digital Natives, Digital Immigrants


1
Digital Natives, Digital Immigrants
  • Teaching Todays Generation

2
Definitions
  • Digital Native, n. A technology user under the
    age of 30, who was born into the digital world.
  • Digital Immigrant, n. A technology user,
    usually over the age of 30, who was not born into
    the digital world.

Digital Culture Immigrants and Tourists Cheri
A Toledo
3
Characteristics of a Digital Native
  • Used to instantaneity of information
  • Like to parallel process and multi task
  • Random access as opposed to a process
  • Thrive on instant gratification and frequent
    rewards
  • Prefer games to serious work
  • Little patience for lectures
  • Crave interactivity and have shorter attention
    spans for old ways of learning
  • Lost the ability to reflect

4
Characteristics of a Digital Immigrant Teacher
  • Dont believe that students can learn by watching
    TV or listening to music
  • Think learning can or shouldnt be fun
  • Turn to internet second instead of first
  • Teach slowly, step-by-step, one thing at a time
  • Believe in tell-test instruction
  • Speaks from an out dated language
  • Would rather teach from traditional methods

5
Behaviors
  • Digital Native
  • Digital Immigrant
  • Google on the internet
  • Pop in a CD or installer wizard
  • The more the merrier
  • Pick up a newspaper book or journal
  • Read the manual
  • Step by Step

Digital Culture Immigrants and Tourists Cheri
A Toledo
6
Alternative Models
  • Digital reclusive model need to function, not a
    choice
  • Digital refugee model unwillingly forced to use
    technology, prefers paper
  • Digital immigrant model willingly uses
    technology
  • Digital native model chooses to use technology
  • Digital explorer model uses technology to push
    the envelope, seeks new tools
  • Digital innovator model adapts and changes
  • Digital addict model dependent on technology,
    goes through withdrawal
  • Digital tourist model One still reluctant to
    purchase a
  • a computer

Digital Culture Immigrants and Tourists by
Cheri Toledo
7
Mind Shift
  • Methodology Need to learn to communicate in the
    language of their students.
  • Content Legacy and Future
  • Legacy Traditional curriculum
  • Future Digital and technological curriculum

8
Changing Brains, Changing Minds
  • Neuroplasticity brain structures reorganize
    based on continual input received over a period
    of time
  • Malleability ones thinking pattern changes
    depending on ones experiences
  • Different experiences different development
  • Different culture different thinking
  • Different areas of the brain are larger and more
    developed than others based on the amount of
    repeated experience

9
Digital Game Based Learning
  • They are bored by todays traditional classroom
    and are needing something to capture their
    attention
  • Need to be well designed, well desired games and
    produce learning
  • Not simple drill and kill
  • Combined creatively with real content
  • An increase in popularity of games
  • Games make use of the principle of play as an
    instructional strategy.
  • Games bring cognitive disequilibrium and
    resolution to content standards.
  • Address educational and entertainment equally
  • Many times blends strategy with action and role
    playing

Digital Game-Based Learning by Richard Van Eck
10
Research in Favor
  • Will we realize the potential that DGBL has to
    revolutionize how students learn?
  • Increased popularity of games produces increased
    interest in skills on those games
  • Research that is against is mistaking technology
    use for technology integration
  • - if the technology does not align, then do not
    use
  • - poor results when just using any game with no
    proven positive results just for gaming sake
  • Integrating media by alignment with instruction
    shows more of a difference in results
  • Educators are now moving toward technology
    integration, pre-service teacher training,
    emphasizing alignment of the curriculum with the
    technology.

Digital Game-Based Learning by Richard Van Eck
11
Research in Favor Cont.
  • Immigrants have a type of accent to the digital
    natives.
  • As traditional immigrants, digital immigrants
    need to be acclimated to the behaviors and
    nuances.
  • Digital Immigrants need to be immersed in the
    digital age.
  • Teachers who decide to immerse themselves in the
    digital world will find they have less of an
    accent. Therefore will be more effective.

Digital Culture Immigrants and Tourists Cheri
A Toledo
12
Research Against
Research Characterizing the relationship between
age computer experience and literacy.
  • Research conducted from a multi-site study of
    2,000 pre-service teachers between 2001 and 2004
    showed no statistically significant difference
    with regard to information and communication
    technology among different age groups for either
    pre-program or post-program surveys.
  • Pre-service teachers arrived in the program with
    varying levels of ICT competency, ranged from
    20-60 years old, and were mostly female.

Digital natives, digital immigrants R. Dobson
Guo
13
Research Against
  • Results of Four different Hypotheses
  • Age and Perceptions of ICT Competencies-It showed
    there was no statistical difference between the
    four age groups but there was a statistically
    significant difference between the age groups
    when the N/A group (group did not provide age
    information) was included.
  • Interaction of Age and ICT Score-The distribution
    of scores was parallel indicating that all the
    groups of teachers had higher ICT scores at the
    end of the program however, there was a
    statistically significant difference between the
    N/A Group and the age groups.
  • The Digital Divide-There was no indication of
    significant differences between the age group
    20-24 (digital natives) and the group over 25
    (digital immigrants).
  • Interaction of Age (Digital Divide), Pre- and
    Post-Program ICT Scores-There was no
    statistically significant interaction between age
    and program change in the tests.

Digital natives, digital immigrants R. Dobson
Guo
14
Research Against
  • Qualitative evidence observed in different
    environments since this study shows support for
    these findings that there is no difference in
    effective use of technology teaching in pre- and
    in-service teachers born after 1980 and those
    born before.
  •  
  • This study suggests that the differences between
    digital natives and digital immigrants have been
    exaggerated.

Digital natives, digital immigrants R. Dobson
Guo
15
Research Against Cont.
  • Hierarchy of terms in digital native discourse
    subordinate (immigrant) vs. dominant (student)
  • Student needs are market-driven and marketed
  • Immigrant term is a metaphor with an underlying
    negative connotation
  • Constructs of the digital world Can it be
    defined by what is included vs. excluded?

The digital native and digital immigrant by
Bayne Ross
16
VanSlykes Disagreements
  • We are harming students by de-emphasizing
    legacy content. We should be placing an even
    greater emphasis on critical thinking and
    research skills.
  • Not all students fit the stereotype that Prensky
    has created. Can a computer game adapt its
    lessons to meet the following diversities?
  • Some students have disabilities.
  • Some students are not interested in computer
    games.
  • Some students do not have computers at home.

17
VanSlykes Disagreements Continued
  • The computer does not make an effective teacher.
    The computer is only a tool, and the learner and
    the teacher are the mediators.
  • Not all technology-assisted learning needs to be
    presented in the typical Digital Native format to
    be heard or understood by a Digital Native. They
    are capable of using processes that Digital
    Immigrants are familiar with. Example Video
    game discussion groups.

18
Conclusion
  • This topic has been frequently discussed it is
    important to remember that these terms digital
    immigrant and digital native are metaphors and
    not a fact. There is persuasive research
    supporting both sides.

19
References
  • Bayne, S., Ross, J. (2007). The digital native
    and digital immigrant A dangerous opposition.
    Presented at the Annual Conference of the Society
    for Research into Higher Education. Retrieved
    June 15, 2009, from http//www.malts.ed.ac.uk/sta
    ff/sian/natives_final.pdf
  • Guo, R., Dobson, T., Petrina, S. (2008).
    Digital natives, digital immigrants An analysis
    of age and ICT competency in teacher education.
    Journal of Educational Computing Research,
    38(3), 235-254. Retrieved June15, 2009, from ERIC
    database.
  • Toledo, C. (2007). Digital culture Immigrants
    and tourists, responding to the natives
    drumbeat. International Journal of Teaching and
    Learning in Higher Education, 19(1), 84-92.
    Retrieved June 15, 2009, from hhtp/www.isetl.org/
    ijtlhe/
  • VanSlyke, T. (2003). Digital natives, digital
    immigrants Some thoughts from the generation
    gap. The Techonology Source. Retrieved June 15,
    2009, from http/depd.wisc.eduhtml/TSarticlesDigi
    tal20Natives.htm
  • Van Eck, R. (2006). Digital game-based learning
    Its not just the digital natives who are
    restless. EDUCASE Review, (41)2. Retrieved June
    15, 2009, from http//www.autzones.com/din6000/te
    xtes/semaine12/Eck(2006).pdf
Write a Comment
User Comments (0)
About PowerShow.com