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Educating the Millennials
and the Next Generation
By
Benjamin Keough
Who Are the Millennials
•

•

The Millennials comprise all people who were
born between 1984-2002.
This slideshow will separate the Millennials
into two groups.
–

1984-1994 pre-.com era

-1995-2002 .com era
The Next Generation are Children born between 2002and 2022.
How Do the Millennials Compare
with Previous Generations
•

•

•

•

Previous Generations

•

Grew up in a highly
industrial nation

•

Accustomed to gaining
news from TV, Radio, and
Newspapers

•

Education was done at a
physical Campus

•

Millennials
Click to edit the outline
text format
Grew up in the
− Second Outline
Informational Age

Level

Accustomed to news

from Third Outlineand
Internet, TV,
RadioLevel
− Fourth Outline
Education is campus
Level
based and internet

Fifth
based.

Outline
Level
History of Technology
•

Slide 5 : History of Computers Vid.

•

Slide 6: History of The Internet Vid.

•

Slide 7: History of the Cell Phone Vid.
Characteristics of the pre-.com era
1981-1994
•

•

•

•

Technology skills and understanding vary
widely.

These students likely play video games or
grew up playing video games
These students likely watch movies or play
video games more than they read.
Most of these students remember a world
before cell phones.
Characteristics of the .com era
1995-2002
•

•

•

These students will not remember a world
without computers.
Some will remember traveling without
mobile technology.
These students will be tech-savvy but may
not truly understand the technology they
use.
Characteristics of The Next
Generation

•

•

These children from a young age have
entertainment forms streamed to them.

They are bombarded with educational
programs on TV and grow up in an interactive
environment where nearly everything talks to
them and has internet connectivity
Five Learning Tools for Informal
Learning

•

Educational Games

•

Podcasts; YouTube

•

Wikis

•

Blogs

•

Ask.com
Five Learning Tools for Formal
Learning

•

Online Universities

•

On-demand classes

•

Video Conferencing

•

Online professional journals

•

Internet Research
Impact of the Millennials on
Education

•

•

•

The Millennials are nearly through with k12
education.
Much of the problems noted in todays
educational systems were due to the
Millennials inability to cope with antiquated
education styles
The Millennials paved the way for providing
better educating the next generation.
Benefits of using formal and
informal learning tools in the K12
classroom
•

Students understand these tools

•

Students use these tools daily

•

Adds resources for teachers to use

•

Diversifies class content

•

Increases student interaction in the classroom
Integrating Class websites and
blogs

•

•

•

Students cannot forget class assignment

Students can communicate with each other in
a structured environment
Teachers can indirectly assess the formative
knowledge of students
Gamification
•

Adds interactive components to a class

•

Approximates real world decision making

•

Demonstrates concepts in a visual context
Live Classes/Tutoring
•

•

Allows teachers and students to connect when
not physically capable of being in the same
place.
Allows teachers and students to engage in
small group discussions.
New Assessments
Simulation Assessments



Game Based Assessments



Peer Assessment



Student Assessments


Advantages of Collaborative Learning






Students lean better when actively engaged
Peer on peer discussion aids in solving
misconceptions
Teachers can better assess student knowledge
in a low-stress environment.
Modern Tools For Collaborative Learning

Instant Messaging


Google Docs



Debate Graph



Collaborize Classroom
Works Cited
Carter, Toni & Simmons, Beverly (2007) Reaching Your Millenials: A Fresh Look at Freshman Orientation
http://www.tnla.org/displaycommon.cfm?an=1&subarticlenbr=124&printpage=true
Gantt, Linda (2010) personal interview
Garfield, Joan (1993) Teaching Statistics Using Small Group and Cooperative Learning
http://www.amstat.org/publications/jse/v1n1/garfield.html
Harbert, Tam (2014) Giving Gamification a Go
Lorguercio, Michael (2009) From the Gen Xers and the Millennials are You “Boomers” listening
Ribble, Mike (2011) Digital Citizenship in Schools second edition
Tenable.com (2014) Nessus On-demand Training
Tenable.com
Wisegeek.com (2014) What was the .com Bubble?
http://www.wisegeek.org/what-was-the-dot-com-bubble.htm

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Educating the millennials

  • 1. Educating the Millennials and the Next Generation By Benjamin Keough
  • 2. Who Are the Millennials • • The Millennials comprise all people who were born between 1984-2002. This slideshow will separate the Millennials into two groups. – 1984-1994 pre-.com era -1995-2002 .com era The Next Generation are Children born between 2002and 2022.
  • 3. How Do the Millennials Compare with Previous Generations • • • • Previous Generations • Grew up in a highly industrial nation • Accustomed to gaining news from TV, Radio, and Newspapers • Education was done at a physical Campus • Millennials Click to edit the outline text format Grew up in the − Second Outline Informational Age Level Accustomed to news  from Third Outlineand Internet, TV, RadioLevel − Fourth Outline Education is campus Level based and internet  Fifth based. Outline Level
  • 4.
  • 5. History of Technology • Slide 5 : History of Computers Vid. • Slide 6: History of The Internet Vid. • Slide 7: History of the Cell Phone Vid.
  • 6.
  • 7.
  • 8.
  • 9. Characteristics of the pre-.com era 1981-1994 • • • • Technology skills and understanding vary widely. These students likely play video games or grew up playing video games These students likely watch movies or play video games more than they read. Most of these students remember a world before cell phones.
  • 10. Characteristics of the .com era 1995-2002 • • • These students will not remember a world without computers. Some will remember traveling without mobile technology. These students will be tech-savvy but may not truly understand the technology they use.
  • 11. Characteristics of The Next Generation • • These children from a young age have entertainment forms streamed to them. They are bombarded with educational programs on TV and grow up in an interactive environment where nearly everything talks to them and has internet connectivity
  • 12. Five Learning Tools for Informal Learning • Educational Games • Podcasts; YouTube • Wikis • Blogs • Ask.com
  • 13. Five Learning Tools for Formal Learning • Online Universities • On-demand classes • Video Conferencing • Online professional journals • Internet Research
  • 14. Impact of the Millennials on Education • • • The Millennials are nearly through with k12 education. Much of the problems noted in todays educational systems were due to the Millennials inability to cope with antiquated education styles The Millennials paved the way for providing better educating the next generation.
  • 15. Benefits of using formal and informal learning tools in the K12 classroom • Students understand these tools • Students use these tools daily • Adds resources for teachers to use • Diversifies class content • Increases student interaction in the classroom
  • 16. Integrating Class websites and blogs • • • Students cannot forget class assignment Students can communicate with each other in a structured environment Teachers can indirectly assess the formative knowledge of students
  • 17. Gamification • Adds interactive components to a class • Approximates real world decision making • Demonstrates concepts in a visual context
  • 18. Live Classes/Tutoring • • Allows teachers and students to connect when not physically capable of being in the same place. Allows teachers and students to engage in small group discussions.
  • 19. New Assessments Simulation Assessments  Game Based Assessments  Peer Assessment  Student Assessments 
  • 20. Advantages of Collaborative Learning    Students lean better when actively engaged Peer on peer discussion aids in solving misconceptions Teachers can better assess student knowledge in a low-stress environment.
  • 21. Modern Tools For Collaborative Learning Instant Messaging  Google Docs  Debate Graph  Collaborize Classroom
  • 22. Works Cited Carter, Toni & Simmons, Beverly (2007) Reaching Your Millenials: A Fresh Look at Freshman Orientation http://www.tnla.org/displaycommon.cfm?an=1&subarticlenbr=124&printpage=true Gantt, Linda (2010) personal interview Garfield, Joan (1993) Teaching Statistics Using Small Group and Cooperative Learning http://www.amstat.org/publications/jse/v1n1/garfield.html Harbert, Tam (2014) Giving Gamification a Go Lorguercio, Michael (2009) From the Gen Xers and the Millennials are You “Boomers” listening Ribble, Mike (2011) Digital Citizenship in Schools second edition Tenable.com (2014) Nessus On-demand Training Tenable.com Wisegeek.com (2014) What was the .com Bubble? http://www.wisegeek.org/what-was-the-dot-com-bubble.htm

Notes de l'éditeur

  1. The Millennials are defined as people born after 1982-2002 (Loguercio, 2009). These individuals grew up with computer technology. Since technology computer technology and communication devices changed so much in this period, I have divided this group into two unique sub-groups each with different educational needs and technology literacy. 1981-1994 is called the Pre-.com era, this period was define by personal computers (PCs) that acted individually. While extensive networks did exist. These networks were either industrial, educational, or government. Around the mid 90’s the internet was born and an era of wide spread .com companies began to grow. This was called the .com boom (wisegeek.com). The .com boom led to the mobile era. Each of these periods brought its own promise and its own problems.
  2. The United States has five generations currently living. Due to the rapid changes in the 20th century, these generations are very different in views and in what they expect from society. Despite the differences in each generation, the Millennials and Generation Y have marked differences that separate them from the previous generations. It is said that you have technology immigrants and technology natives (Ribble, 2012). The previous generations are all technology immigrants and generation Y and the Millennials are technology natives. While this reasoning has merit, it is a bit more complex than this. The Millennials were not all born to the same level of technology. In the 1980s computers were relatively expensive and quite limited in capabilities. Children born between 1982 and 1988 likely did not have a computer in their house until they were school age. These students would have learned computers in school, but likely would have taken typing on word processors or electronic typewriters not computers. Students born between 1989 and 1993 would have had more experience at an early age with computers, but would not have had immediate access to the internet or were stuck with the slow speeds of a 28.8 or a 56k dial up modem. The group of Millennials born between 1994-2002 have more in common with Generation Y than with the Millennials.
  3. These timelines were created by aaagoingplaces.com (top) and internetsociety.org (bottom). They show a side by side growth of the computer and the internet.
  4. While we are studying the millennials, it is essential to understand the history of the technologies this generation grew up with. The next three slides have short videos on the history of computers, the internet, and the cell phone.
  5. This group of students have already completed primary and secondary education. Most of this group will be computer users, but the skill and level of computer literacy of this group will vary greatly. Microsoft and Macintosh were not even developed until 1984-1985, it is likely that children born between 1981 and 1987 did not use a computer until school age. Most of these students would have had some level of computer experience before graduating high school. These students would have been trained traditionally, but not all would have adapted to book learning as well as their parents generation.
  6. These students were born into an interactive world. They likely played games on a computer before they started school. They are much more comfortable learning in an interactive environment than they are from static text books. These students are very comfortable with and use social media, text messaging, IM, and video chatting.
  7. Most of our Elementary students and some of our middle school students are a new generation of learners. While similar to the Millennials, this generation has been more exposed to technology due to its extreme mobility and relative inexpensiveness of modern technology.
  8. Educational Games- There are two basic types of educational games; those made to teach and those games that can be used to teach. “Real Games” are like simulations, but are conducted or played as a game. Podcasts or YouTube videos can be watched to learn anything from hacking a computer, to building a birdhouse or winning a level on a game. Wikis exist for specific topics or for general information. Wikis are not considered credible sources due to the fact that anyone can edit them, but they are a quick source of information. Blogs can be very member specific and subject specific. Ask.com or Answers.com allows people to ask questions and receive an answer.
  9. Online Universities offer modern students the option to receive a degree from an accredited university without attending a physical campus. On-demand classes like Tenable Network Security’s (Tenable.com) Nessus on demand training is a certification program to become Nessus Certified. Video conferences allow any group or individuals to discuss any topic almost as if they were around a table. Online professional journals, help professionals keep current with changing markets or procedures in their fields. Internet research provides nearly limitless sites to search for specific data. .Gov, .EDU, and .Org sites are usually great sources of information for real research.
  10. Children born from 1995-2002 still attend K12 school, mostly in secondary education. While we must complete their education as strongly as possible it is time to shift from focusing of the Millennials, to the needs of the Next Generation. Instead of focusing on the Millennials we should anticipate the needs of Generation Y and incorporate them into modern education from kindergarten to higher education. Since both the Next Generation and the Millennials are technology natives it stands to reason that what aids the Next Generation will aid the Millennials. By focusing on the needs of The Next Generation education moves from being a reactive system to a pre-emptive system.
  11. Carter (2007) reports that the Millennials need: little lecture, more relaxed environment, self-directed, lots of student interaction and engagement. Allowing student to use the tools they use at home to learn at school is a boon for both the teachers and the students. By using formal and informal learning tools in the classroom you engage students to actively participate in the class.
  12. Integrating Class Websites and blogs create several advantages for parents, teachers, and students. For matters like homework, even if students forget their assignment for any reason, the student or parent can access the class website and have the resources and assignments at their fingertips. Blogs offer a place for students to discuss topics on their own time and provide teachers with a means of indirectly assessing student understanding of the topic.
  13. Games and simulations add interactive materials to the class. When the game is distributed on a network it is easier to maintain and students have access to the game from nearly anywhere. Some games are both fun and very realistic in the way they simulate the world, economy, or some other aspect that can be taught. It is expected that by 2015 40% of fortune 1000 companies will use gamification (Harbert, 2014)
  14. Often students or parents need to speak with a teacher But the time and location is an issue. Internet technology allows the parties to meet virtually and discuss issues at a preset time or google+ allows people to request a chat with you if you are logged in.
  15. Assessments state how well a student has mastered concepts. Often writing assignments and other traditional test do not show true mastery of a subject. Gamification (Harbet, 2014) using game concepts to assess abilities or improve collaboration. Peer assessment allows peers to assess how an individual did on a simulation. And Self assessment allows a student to review their own progress, each of these assessments add dimensions to a modern class.
  16. According to Garfield (1993) collaborative learning has been proven to be effective in more than 375 different studies. Traditionally teachers did not like collaborative work because on student ended up doing the majority of the assignment while everyone else reaped the grade (Gantt, 2010).
  17. These tools were pulled from a web 2.0 list published for schools. I'M allows students to communicate in real time like text and keeps a record of the conversations. This allows teachers to view logs in order to assess degree of collaboration among group members. Debate Graph aids in tracking debates and gives a visualization of the debate. Collaborative Classroom is a combination of multiple 2.0 tools.