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Covers Net Gen characteristics, information behaviour of older and younger users, ICT literacy and proficiency, myths and implications. Prepared for the ACT Research Libraries Group.
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NET GEN INFORMATION BEHAVIOUR
Megan Poore
NET GEN INFORMATION BEHAVIOUR
Megan Poore
• Web 2.0
• Statistics and expectations
• ICT proficiency and literacy
• Information behaviour
• Learning needs
• Moral Panic and Digital Faith
• Implications
COVERAGE
• Web 2.0 is not a software package
• It is the ‘read-write’ web
• Web 2.0 is not a software package
• It is the ‘read-write’ web
WEB 2.0
WEB 1.0 WEB 2.0
Ofoto Flickr
Mp3.com Napster
Britannica Online Wikipedia
Personal websites Blogging
Publishing Participation
Content mgt systs. Wikis
Directories (taxonomy) Tagging (‘folksonomy’)
Stickiness Syndication
Software as package Software as service
O’Reilly (2005: online)
WEB 2.0
• Social networking
• Wikis
• MySpace, Face book
• Blogs
• Podcasting
• Tagging, RSS
• Social networking
• Wikis
• MySpace, Face book
• Blogs
• Podcasting
• Tagging, RSS
WEB 2.0
Lankshear and Knobel (2006: 1)
Mindset 1.0 Mindset 2.0
The world is appropriately interpreted, understood and responded to in broadly physical industrial terms.
The world cannot adequately be interpreted, understood and responded to in physical-industrial terms only.
Value is a function of scarcity Value is a function of dispersion
Products as material artifacts Products as enabling services.
Tools for producing Tools for mediating and relating
Focus on individual intelligence Focus on collective intelligence
Expertise and authority ‘located’ in individuals and institutions
Expertise and authority are distributed and collective; hybrid experts
Space as enclosed and purpose specific
Space as open, continuous and fluid
Social relations of ‘bookspace’; a stable ‘textual order’
Social relations of emerging ‘digital media space’; texts in change
• Users add value
• Some rights reserved
• Perpetual beta
• Co-operate, don’t control
• Constructivism
• Users add value
• Some rights reserved
• Perpetual beta
• Co-operate, don’t control
• Constructivism
O’Reilly (2005: online)
WEB 2.0 DESIGN PATTERNS
• Also called ‘millennials’, ‘Digital Natives’
• In the UK, 1 in 3 children aged between 5 and 9 owns a mobile phone
• Average age of first phone ownership is 8
• Also called ‘millennials’, ‘Digital Natives’
• In the UK, 1 in 3 children aged between 5 and 9 owns a mobile phone
• Average age of first phone ownership is 8
Vision (2005: 11)
THE NET GENERATION
• Parallel process and multi-task
• Have ‘hypertext minds’
• Have always had Web 2.0 at home
• Have little patience for step-by-step logic (or reasoning?)
• Parallel process and multi-task
• Have ‘hypertext minds’
• Have always had Web 2.0 at home
• Have little patience for step-by-step logic (or reasoning?)
Prensky (2001)
THE NET GENERATION
• Some evidence that their brain structures are different …
• I’m a bit sceptical …
• Some evidence that their brain structures are different …
• I’m a bit sceptical …
Prensky (2001)
THE NET GENERATION
• Information-rich• Non-linear and
associative• Multi-media,visual and
graphical• Immediate/instantaneous• Immersive and abundant• Relevant and meaningful
INFORMATION FOR THE NET GEN
Pletka (2007)
• Community-oriented and team-based
• Collaborative, co-operative, participatory
• Communication-rich• Interactive and dialogical• Customised, personalised,
individualised
COMMUNITY, COLLABN, CHOICE
Pletka (2007)
• Are active processors of information
• Filter info all the time• Are used to getting info
immediately• Are used to controlling
info flows
CHARACTERISTICS
Veen and Vrakking (2007)
• Get bored if the information flow is poor or too slow
• Use non-linear resources
• Do not complain of information overload!
Veen and Vrakking (2007)
CHARACTERISTICS
• Absorb discontinuous information and make meaning of it
• Cope with complexity• Increase or decrease their
attention levels, depending on need
COMPLEXITY
Veen and Vrakking (2007)
• Can work with sub-optimal knowledge
• Make sense of bits• Accept uncertainty
Veen and Vrakking (2007)
COMPLEXITY
• Are effective communicators• Prefer communicating
through images• Use their networks• Are used to controlling
communication• Are collaborative
COMMUNICATION
Veen and Vrakking (2007)
• ‘Net Gen’ communication is
o Multimodal
o Interactive
o Creative and interpretive
o Comes easily to them
• ‘Net Gen’ communication is
o Multimodal
o Interactive
o Creative and interpretive
o Comes easily to them
Johnson (2006: 73)
COMMUNICATION
• Are personalised• Are visual• Have links to the
community• Are rigorous• Use individualised
feedback
LEARNING ENVIRONMENTS
Pletka (2007)
• Trust• Openness• Access
VALUES
Veen and Vrakking (2007: 47)
• Speak with an ‘accent’ – or a different language entirely!
• Misunderstand the new ways in which the Net Gen learns
• Speak with an ‘accent’ – or a different language entirely!
• Misunderstand the new ways in which the Net Gen learns
Prensky (72001)
‘DIGITAL IMMIGRANTS’
• We work in a linear fashion• We read the instructions
first before using• We are used to working
alone• We believe in doing things
'right'• We believe in doing things
one thing at a timeVeen and Vrakking (2007:
32 )
‘DIGITAL IMMIGRANTS’
“What truly continues to separate the generations is not technological skill but
how the generations perceive the digital world”
THE DIGITAL WORLD
Pletka (2007: 42)
• Students are feeling as though they are ‘powering down’ when they enter the school gates
• Students are feeling as though they are ‘powering down’ when they enter the school gates
Vision (2005: 4)
NET GENERATION AT SCHOOL
TECHNOLOGY TO WATCH
Horizon Report (2007)
2007 2008
User-created content Grassroots video
Social networking Collaboration webs
Mobile phones Mobile broadband
Virtual worlds Data mashups
New scholarship and forms of publication
Social operating systems
Educational gaming Collective intelligence
Horizon Report(2008)
SOME STATS: Incoming students
AccessAccess
Mobile 93%
Desktop 90%
Broadband 73%
University of Melbourne (2006)
SOME STATS: Incoming students
Computer useComputer use
Emailing 94%
Creating documents 88%
Info searching 83%
University of Melbourne (2006)
University of Melbourne (2006)
Main activities on computers
‘Overwhelmingly positive’
Main activities on computers
‘Overwhelmingly positive’
Study 94%
Info Searching 93%
Course admin 84%
SMS 84%
IM 75%
SOME STATS: Incoming students
University of Melbourne (2006)
STUDENT EXPECTATIONS
• International students use more tech
• Engineering students more likely to use tech than Arts students
• Reasons for use: convenience and control – not learning
JISC (2007)
• Preference for using technology
• Ubiquitous internet is normal
• Cautious about publishing their work for public scrutiny
• Tech is not an end in itself
• Face-to-face is seen as core
STUDENT EXPECTATIONS
JISC (2007)
• Uncertain about how to map current learning experience onto uni study
• Cannot see how ICT and learning can work together outside of school
STUDENT EXPECTATIONS
1. Working with info
2. Creating and sharing info
3. Using ICT responsibly
MCEETYA (2007)
ICT PROFICIENCY
1. Accessing info (identification, retrieval)
2. Managing info (organising, storing)
3. Evaluating info (integrity, relevance, usefulness)
MCEETYA (2007)
ICT LITERACY: KEY PROCESSES
4. New understandings (creating knowledge, authoring)
5. Communicating with others (sharing; creating products)
6. Using ICT appropriately (critical, reflective, strategy, ethics and legals)
MCEETYA (2007)
ICT LITERACY: KEY PROCESSES
• ‘Challenging but reasonable’ expectation
o Year 6: 49%
o Year 10: 61%
ICT PROFICIENCY
MCEETYA (2007)
• Patterns:
o Low socio-economic bkgnd
o Indigeneity
o Remote locality
o Gender not an issue
ICT PROFICIENCY
MCEETYA (2007)
• Findings
o Communication is a frequent use
BUT
o Less use of applications for creating, analysing, transforming information
MCEETYA (2007)
ICT PROFICIENCY
• Increase in full-phrase searching
• Satisfied with basic forms of searching
• Good parallel processing skills, but sequential for reading?
CIBER(2008)
INFORMATION BEHAVIOUR
• No evidence that information literacy is worse than before
• Not expert searchers – Youngsters have always had trouble evaluating info
• Behaviour is now more public
CIBER(2008)
INFORMATION BEHAVIOUR
• Skills gap between using media to create and how to create meaningful content
CRITICAL CHALLENGE
Horizon Report, EDUCAUSE (2007: 4-5)
• Spend little time evaluating for accuracy, relevance, authority (but this is also pre-web)
INFORMATION BEHAVIOUR
CIBER(2008)
• Young people are concerned about the ‘unmanageable scale’ of the Web.
• They find it difficult to prioritse and evaluate search results.
Green and Hannon (2007: 63)
INFORMATION BEHAVIOUR
• Fit between search engines and student lifestyles is ‘almost perfect’
CIBER(2008)
INFORMATION BEHAVIOUR
• Older users are catching up fast
• All have increasing intolerance for information delay
• More people are ‘powerbrowsing’
INFORMATION BEHAVIOUR: ALL
CIBER (2008)
• Individual and personality backgrounds more important than generation
• Looking for ‘the answer’ rather than particular format
• Lots of pre-publishing (blogs, wikis, websites)
CIBER (2008)
INFORMATION BEHAVIOUR: ALL
• Age is important regarding engagement re ICTs BUT
• Attitude and character key to connection (not age, health, income)
OLDER PEOPLE AND ICTs
OFCOM (2006)
• Tailoring the learning environment is essential to engaging older people
OFCOM (2006)
OLDER PEOPLE AND ICTs
• Current users: absorbers; self-starters
• Non-users: rejecters; disengaged
• Those not connected will become increasingly excluded
OFCOM (2006)
OLDER PEOPLE AND ICTs
• Social networking• Gaming
INFORMAL LEARNING
• Facebook, My Space• 60% of students talk about
education topics online• 50 % talk about schoolwork
SOCIAL NETWORKING
NSBA (2007)
• Strengthens existing relationships
• Facilitates recognisable social interactions
• Is a forum for creativity and expression
Green and Hannon (2007)
SOCIAL NETWORKING
• Younger users are more likely to restrict access or withhold identifying information
Pew Internet Project 2007 (21-22)
SOCIAL NETWORKING
• Are hard • Are about experience,
delayed gratification, exploration, teamwork, reward
• Force you to decide, choose, prioritise (weigh evidence, analyse situations, consult long-term goals, decide)
GAMES ...
Johnson (2006 [2005])
• Probing as scientific method:1.Probe the environment2.Form hypothesis3.Reprobe and check the
effect4.Rethink based on feedback
GAMING: PROBING
Johnson (2006 [2005]: 45)
• Means co-ordinating with your ultimate objectives
• It’s about order and constructing proper hierarchies
• Means long-term planning and present focus
GAMING: TELESCOPING
Johnson (2006 [2005]: 54-55)
• It’s not what you’re thinking, but the way you’re thinking that’s important.
GAMING
Johnson (2006 [2005]: 13)
• Is about access to knowledge, not PCs
• It needs to be about relationships and networks: not hardware
THE NEW DIGITAL DIVIDE
Green and Hannon (2007: 17, 59-60)
• The internet is dangerous for children. (Children self-regulate all the time.)
• Junk culture is poisoning young people. (Youth culture always challenges the orthodoxy.)
MYTHS: MORAL PANIC
Green and Hannon (2007: 32, 34)
• No learning happens online. (Broad range of skills and learning that gives confidence to succeed in other contexts. Children better identify beneficial computer games than can adults.)
Green and Hannon (2007: 35-36)
MYTHS: MORAL PANIC
• There is a plagiarism epidemic in schools. (This shouldn’t be conflated with new ways of accessing information. We need to teach higher-order skills.)
Green and Hannon (2007: 38)
MYTHS: MORAL PANIC
• Young people are disengaged and disconnected. (Students use ICTs to engage with cultural and political issues, get mentoring.)
Green and Hannon (2007: 39)
MYTHS: MORAL PANIC
• This generation is one of passive consumers. (No. Media, gaming, networking communities mean large elements of production, creativity, communication.)
Green and Hannon (2007: 39)
MYTHS: MORAL PANIC
• All gaming is good. (There are different orders of digital activity, and not all activities are equal.)
MYTHS: DIGITAL FAITH
Green and Hannon (2007: 42)
• All children are cyberkids. (Cannot assume that behaviours from a motivated group with high access is characteristic. There is a gap between ‘everyday communicators’ and ‘digital pioneers’.)
Green and Hannon (2007: 42-43)
MYTHS: DIGITAL FAITH
• Facility does not mean ICT literacy
• Need to be careful about assumptions we make
IMPLICATIONS
MCEETYA (2007)
• Competent or just confident?
• How to find the right info, then assess, validate, interpret, analyse, synthesise, critique, evaluate, put in context
• The need to apply problem-solving and critical thinking skills
Oblinger and Hawkins (2006)
IMPLICATIONS
• Need to build ICT literacy through “systematic teaching rather than incidental use”
• More personalised assessment
MCEETYA (2007)
IMPLICATIONS
• You need to be ICT literate, too.
IMPLICATIONS
LICENCE