Lesson 5
Preferences of
the Technology Generation
As time goes, by people tend to
develop new ways for doing things as a part of the innovation and adaptation to
the changes and needs of the environment. In the field of educational it is
observable in the teaching-and-learning process through the different learning
styles, appropriate teaching approaches and efficient teaching strategies that
is needed to accomplish certain learning objectives.
In this chapter, the differences of
the old generation and the new generation’s practices, likes, and other doings
were briefly compared. The old generation has availed of slow and single-tract
pattern of activities. Life has been comfortably slower for oldies as they
watch and follow television tele-nobelas like Walang Hanggan patronize the movies of their favorite local
performers, clinics. On the other hand the new generation is exposed to quick
flicking video games, mobile phone texting, socializing through the social Web
sites, and downloading text/photos/video with adeptness and task-switching
speed.
Old
Generation
|
New Digital Generation
|
Texts
· Read
book texts, enriched by illustrations and photos.
· In
order to research they go to the school library.
|
Visuals
· Have
greater affinity to visuals (photos and video).
· Enhance
their visual fluency and abilities through computer images.
|
Linear
· Obtained
information in a linear, logical and sequential manner.
· Made them more logical, focused, and
reflective thinkers.
|
Hyper media
· Follows
a personal random access to hyperlink digital information.
· Less
superior to elders in focus and reflection – easily bored and distracted
during class lectures.
|
Independent
· Traditional
education system gives priority to independent learning prior to
participative work.
|
Social
Learners
· Acquainted with digital tools that
adopt to both personal and participative work.
·
Digital learning is based on
experimentations, discovery and intuition.
|
Learning to
pass the test
· Old
teachers teach students in order to help them pass tests and complete the
course requirements.
|
Learning to
do
· New
digital learners simply wish to acquire skills, knowledge and habits as
windows of opportunity afford them to learn.
|
Delayed
Rewards
·
Unclear rewards for performance
· Grades,
honor certificates or medals and diplomas including future jobs.
|
Instant
Gratification
· Immediate
scores from games, enjoyable conversations from webcam calls, excitement from
email chats and inviting comments from their facebook.
|
Rote Memory
· Teachers
feel obliged to delivering content-based courses.
· Learning
that is measurable by standard tests.
|
Fun Learning
· Prefer
fun learning which is relevant and instantaneously useful to them.
· Fun
in the digital world outside the school.
|
Most of us noticed the gradual changes
that is happening due to advancements of technology. We observed the
differences of our time today compared to our parents’ time on their
generation. It is evident that the learners today prefers to engage in lessons
that catches their attention. That is why the teaching-and-learning process
including the teaching approaches and instructional materials that are used
before may or may not be as effective today. When I was on the first up to the
fourth grade we were taught in the traditional way; we used books, charts, maps
and other traditional materials. Today, first up to the fourth grade learners
are now taught using televisions, powerpoint presentations and other
hypermedia.
Indeed! Technological innovations
really brought plenty of changes in the field of education. This caused the
variations of the experiences of the old generation and the new digital
generation especially on the preferences of the latter which is more the
visuals, hypermedia, learning to do, instant gratification and fun learning.
Knowing the preferences of the
technology generation, teachers nowadays can adjust their teaching methods in
accordance to the satisfaction of the technology learners and the achievement
of the positive outcomes of the teaching-and-learning process in the new
digital world of information and communication technology.
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