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Once Upon a Furl … Web 2.0 in LIS Education. Kathleen Burnett, Ph.D. Florida State University College of Information. Overview. Why? From Digital Immigrants to Digital Natives How? Some examples Who? Omnivores and Connectors. Generational Dynamics: - PowerPoint PPT Presentation
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Once Upon a Furl … Web 2.0 in LIS Education
Kathleen Burnett, Ph.D.Florida State UniversityCollege of Information
Overview
Why? From Digital Immigrants to Digital
Natives How?
Some examples Who?
Omnivores and Connectors
Baker, Debra. “Move Over Baby Boomers.” ABA Journal, 85 (1999): 22
Generations Birth Years Ages in 2006
GI Generation 1901 - 1924 81 -
Silent Generation 1925 - 1945 61 - 80
Baby Boomers 1946 - 1964 42 – 60
Generation X 1965 - 1978* 28 - 42
MillennialsMillennials 1979*- 19941979*- 1994 12 - 27 12 - 27
Generational Dynamics: Digital Immigrant or Digital Native
Because Library Users are Changing …
Digital Natives
Digital Immigrants
?? ..
Millennials
Generation X
Baby Boomers
Silent Generation
GI Generation
Because LIS Students are Changing …
Millennials
Generation X
Baby Boomers
Digital Natives
Digital Immigrants
Because LIS Professionals Will Change …
Generation X
Baby Boomers
Silent Generation
Now …Digital Immigrants
Because LIS Professionals Will Change …
10 Years from now …
Digital NativesGeneration X
Baby Boomers
Millennials
Prensky, Mark. “Digital Natives, Digital Immigrants”. On the Horizon, 9:5 (October 2001).
“Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach.”
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Digital Natives are better at:
•Taking in information•Making decisions quickly •MultitaskingMultitasking •Parallel processingParallel processing•Thinking graphicallyThinking graphically (rather than textually)
Digital Natives assume connectivity & see the world through the lens of games and play
Prensky, Marc. “Use Their Tools! Speak Their Language!” Marc Prensky. March 2004. http://www.marcprensky.com/writing/Prensky-
Use_Their_Tools_Speak_Their_Language.pdf
GamersGamers
Characteristics of Digital Natives
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“Over the past 20 years, young adults (18-34) have declined from being those most likely to read literature to those least likely (with the exception of those 65 and older). The rate of decline for the youngest adults, aged 18 to 24 was 55 percent greater than the total adult population.”
Foreman, Joel. “Next-Generation Educational Technology Versus the Lecture.” Hill, Kelly. “Reading at Risk; A Survey of Literary Reading in America”Hill, Kelly. “Reading at Risk; A Survey of Literary Reading in America” National Endowment for the Arts Research Division ReportNational Endowment for the Arts Research Division Report, 46 (June 2004), 46 (June 2004)
Reading LessReading Less
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Perceptions of Libraries By Age of U.S. Respondent
U.S. U.S.18-24 25-64
Information 49% 56%Books 32% 26%Research 20% 15%
Foreman, Joel. “Next-Generation Educational Technology Versus the Lecture.” De Rosa, Cathy et. al. Perceptions Of Libraries and Information Resources; A report to the OCLC membership. Dublin, OH OCLC Online Computer Library Center, Inc. 2005
Library 2.0Library 2.0
DigitalDigitalNativesNatives Digital Digital
Immigrants Immigrants
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“p.X
Foreman, Joel. “Next-Generation Educational Technology Versus the Lecture.” Educause ReviewEducause Review. 38.4 (2003) 12-22. 38.4 (2003) 12-22
“Even if the lecturer is charismatic, holding the attention of students for an entire lecturelecture of fifty minutes or longer is is impossibleimpossible.” p.15
ExperientialExperiential
O’Reilly, Brian. “Meet the Future.” Fortune 142.3 (2000): 144-157.
“It is clear from talking with them that they already know they don’t want to live and work the way we do.”
p. 144
Generational ClashGenerational Clash
Digital Native Students
Learning Preferences of Digital Natives
• Teamwork• Experiential Experiential activities• Use of technology • MultitaskingMultitasking • Goal orientationGoal orientation • CollaborativeCollaborative
Oblinger, Diana. “Understanding the New Student.” Educause
Review, 38.3 (2003): 36-42.
Collaborative; Achievement OrientedCollaborative; Achievement Oriented
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“… it is hard to imagine a more producer-push producer-push approachapproach than the the ‘sage on the stage’‘sage on the stage’ lecture modellecture model that dominates undergraduate education. Can higher education move the curriculum in ways that take advantage of demand pulldemand pull, and will colleges and universities design their infrastructures to support that approach?”
p. 60
Foreman, Joel. “Next-Generation Educational Technology Versus the Lecture.” Hilton, James. “The Future for Higher Education: Sunrise or Perfect Storm?” Educause Review 41.2 March/April 2006 59-71
Experiential; Pull Experiential; Pull
XXXXXXXXXXXXXXXXXXXXXXXXXXXForeman, Joel. “Next-Generation Educational Technology Versus the Lecture.” Educause ReviewEducause Review. 38.4 (2003) 12-22. 38.4 (2003) 12-22
The ideal learning situation
1.customized to very specific individual needs.2.provides students with immediate feedback.3. is constructive to explore learning
environments (preferably multi sensorial)4.motivates students to persist in excess of any
externally imposed requirements.5.builds enduring conceptual structures.
p.14
ExperientialExperiential
1. Increase teacher-student interaction & feedback
2. Engage students (motivation; involvement)3. Accelerate student learning 4. Increase experiential learning (gaming;
simulations, role playing)5. Increase learning options 6. Increase peer-to-peer (collaborative) learning7. Offer more “pull” web-based learning options8. Offer more interactive multimedia learning.
Learning Strategies for Digital Natives
How?
Podcasts and Vodcasts To bring other voices & faces into the
discussion Student created oral presentations
QuickTime™ and aTIFF (Uncompressed) decompressor
are needed to see this picture.
How?
Blogs & Social Networks To support class & small group
discussion To extend the bounds of the classroom To encourage individual responsibility
for information
How?
Wikis To support collaborative development
of information resources & dissemination of information
To teach consensus-building & teamwork
How?
Games & Simulations To explore the relationship between
physical and virtual To teach the concepts of programming To engage kinetic
& spatial learners
Male
Lackluster Veteran
Indifferent
Female
Connector
Connected but hassled
Inexperiencedexperimenter
Light but satisfied
Omnivore
Productivity enhancer
Mobile centric
Off the network
Pew Internet & American Life ProjectTypology of ICT Users (May 2007)
Web 2.0 Users