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Preferences of Technology Generation

The document discusses the differences in preferences between the older and newer technology generations when it comes to learning. The newer generation has grown up with quick video games, mobile phones, social media, and easy access to online content. They prefer visual and multimedia content over text-heavy materials. They also prefer nonlinear, hyperlinked learning over sequential learning and value instant gratification and social, collaborative learning over independent and delayed rewards. Teachers need to connect with digital learners by incorporating their preferences for visual, multimedia, socially engaging, and practically applied learning rather than relying solely on traditional rote memorization and testing.

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Rey Ann Estopa
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0% found this document useful (0 votes)
199 views10 pages

Preferences of Technology Generation

The document discusses the differences in preferences between the older and newer technology generations when it comes to learning. The newer generation has grown up with quick video games, mobile phones, social media, and easy access to online content. They prefer visual and multimedia content over text-heavy materials. They also prefer nonlinear, hyperlinked learning over sequential learning and value instant gratification and social, collaborative learning over independent and delayed rewards. Teachers need to connect with digital learners by incorporating their preferences for visual, multimedia, socially engaging, and practically applied learning rather than relying solely on traditional rote memorization and testing.

Uploaded by

Rey Ann Estopa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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LESSON 3: PREFERENCES OF

THE TECHNOLOGY
GENERATION
What is TECHNOLOGY?
• - it is the application of scientific knowledge for practical
purposes, especially in the industry,
• these are machinery and equipement develop from the
application of scientific knowledge,
• it affects the way individuals communicate, learn, and
think.
• it also helps society and determines how people interact
with each other on a daily basis.
What the old generation likes may not be the same as what the new
generation prefers in their life. Sad to say that the things they used to
enjoy when they were students are not longer available to the new
generation.
On the other hand, the new generation is exposed with quick flicking
video games, mobile phone texting, socializing through social websites,
and downloading music/video with task-switching speed.
TEXT VS. VISUAL
• text is much more complicated • Visual content grabs attention of
thing that requires more your target audience and keeps
extended learning. them engaged.

In the information society, cognitive processes become technology intensive. It’s


easier to browse the internet and find everything you need in few minutes where it
provides thousands of data on web (it maybe in videos or audio-visual form) than
looking through multiple pages of old books or newspapers.

Visuality today is the best way to deliver most of your precious thoughts to the
audience.

TYPES OF VISUAL CONTENT


• Photos and Pictures
• Videos
• Slideshows
LINEAR VS. HYPER MEDIA

The previous generation learned in a sequential and linear manner no


wonder learners before are more logical than today, they have become
reflective thinkers and focused. Today, because of hypermedia, the learner
now gets to access to information easily. It is notable that because of the
learners’ random access to hyperlinked digital information, they are bored and
distracted easily during classes.
INDEPENDENT VS. SOCIAL LEARNER

The traditional way of learning is more on independent learning; the way of


learning today encourages collaboration and cooperation among learners. The
trend now is more social and that digital learning is better when it is done in
groups. Learners can communicate in many ways.
New learners, however, are already acquainted with digital tools that adopt
both personal and participative work.
They take the opportunity for dozen of instantaneous ways to communicate
with others it may be mobile calls, emails, facebook, etc.
DELAYED REWARDS AND INSTANT GRATIFICATION

Rewarding learning in the past wasn’t immediate. Medals, certificates and


diplomas and other objects of gratification are given at the end. Today,
rewards are immediate - right after the endeavor, the reward is given.
The traditional reward system in education consist in the grades, honor
certificates/medals and diplomas. On the other hand digital learners on their
own, experience more immediate gratification through immediate scores from
games.
ROTE MEMORY VS FUN LEARNING

The traditional teachers obliged their students to memorize lessons and test memory
( which was back then percieved as “knowledge”)
through standard test. Memory back then was the measure of understanding. Today
there is still an emphasis on the use of memory but learning has become fun because
knowledge is not just based on memory or perhaps may no longer be on memory, but
more into actions and practical applications which yields better learning and
understanding because it is actual and because learners remember things if he/she does
it but because the learner get to experience the actual thing.
LEARNING TO DO VS. LEARNING TO PASS THE TEST

The past generation are taught by teachers because the teachers back then
wanted students to pass the test - they are basically after the score (although there
is still learning, short-term learning and not on the effective long time - true
learning). Now, acquired skills are the determining factors of learning. There is much
more emphasis on the process than on the outcome, although the outcome is also
an important determinant of learning
In sum, teacher need to connect digital learners, and not think of them as
entering their past-30 years old traditional world. While there are apparent set backs
or limitations to digital learning, there are opportunities to tap through:
• The learners’ digital fluency with visual learning with the use of audio visual,
media and multimedia
• Using hyperlink multimedia for projects that enhance work focus and reflection;
and
• Problem solving activities suit the new generation’s style and preferences for fun
and relevant learning

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