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Meeting the Real Needs of  Our Digital Native Learners [email_address] TESOL France 27 th  Annual Colloquium, 7-8 November   2008 http://www.slideshare.net/bcgstanley
 
A 'digital native' is  someone who grows up using technology as an everday part of their lives
http://www.marcprensky.com
Did you know the average person graduating from university today only spends 5000 hours of their lives reading paper-based books? photo by the department http://www.flickr.com/photos/thedepartment/137413905/
Are your students 'digital natives'? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Research now shows that technology can and does improve the academic performance of students in almost all educational subjects
In British Council research, 69% of learners from around the world said that they learned most effectively when working in groups or when socialising informally.
73% of learners of English say they want to learn using a computer; 69% say socialising is a main motivation in their learning and that they want to have fun; 92% think that it's important to develop their problem-solving skills
English has been repositioned as a 'basic skill', to be learned by primary school children alongside other 21 st  century skills in information technology – English Next
Did you know there are around  2 billion teachers and learners  of English in the world? Web 2.0
How many different  cultures and countries  are your learners  connected to? ,[object Object],[object Object],[object Object],[object Object]
Do you use any social networks like FaceBook, MySpace or YouTube? What about your learners? photo: Scott Beale / laughingsquid.com.
In British Council research, 69% of learners from around the world said that they learned most effectively when working in groups or when socialising informally.
photo by http://www.flickr.com/photos/nwinton/1601928610/
photo  by Jill http://www.flickr.com/photos/lij/122525716/  Content Creation
photo by Stabilo  Boss: http://flickr.com/photos/stabilo-boss/93136022/ spoilt for choice
  How do you    use your    mobile?
 
 
 
 
 
 
 
 
 
free online games
 
 
 
 
 
 
 
Video games have the potential to change the landscape of education as we know it...towards a new model of learning through meaningful activity in virtual worlds as preparation for meaningful activity in our post-industrial, technology-rich, real world. (James Gee)‏
 
It is forecast that “80% of active internet users will have a Second Life in the virtual world by the end of 2011” (Gartner)‏
 
- Gee, JP (2001)  What Video Games Have to Tell Us About Learning and Literacy . New York: Palgrave. - Gee, JP (2005) ' Why are Video Games Good for Learning? ' http://www.academiccolab.org/resources/documents/MacArthur.pdf - Jenkins, H (2003) ' Reality Bytes: Eight Myths About Video Games Debunked '  http://www.pbs.org/kcts/videogamerevolution/impact/myths.html - Prensky, M (2001) ' Digital Natives, Digital Immigrants'  http://www.marcprensky.com/writing/default.asp - de Freitas, S (2006)  'Learning in Immersive worlds - A review of game-based  learning'  http://www.jisc.ac.uk/media/documents/programmes/elearning_innovation/ - NMC 2007 Horizon Report: http://www.nmc.org/pdf/2007_Horizon_Report.pdf  - E-Learning Guild 360º Report (2007) 'Immersive Learning Simulations' http://www.elearningguild.com

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TESOL France - November 2008

  • 1. Meeting the Real Needs of Our Digital Native Learners [email_address] TESOL France 27 th Annual Colloquium, 7-8 November 2008 http://www.slideshare.net/bcgstanley
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  • 3. A 'digital native' is someone who grows up using technology as an everday part of their lives
  • 5. Did you know the average person graduating from university today only spends 5000 hours of their lives reading paper-based books? photo by the department http://www.flickr.com/photos/thedepartment/137413905/
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  • 7. Research now shows that technology can and does improve the academic performance of students in almost all educational subjects
  • 8. In British Council research, 69% of learners from around the world said that they learned most effectively when working in groups or when socialising informally.
  • 9. 73% of learners of English say they want to learn using a computer; 69% say socialising is a main motivation in their learning and that they want to have fun; 92% think that it's important to develop their problem-solving skills
  • 10. English has been repositioned as a 'basic skill', to be learned by primary school children alongside other 21 st century skills in information technology – English Next
  • 11. Did you know there are around 2 billion teachers and learners of English in the world? Web 2.0
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  • 13. Do you use any social networks like FaceBook, MySpace or YouTube? What about your learners? photo: Scott Beale / laughingsquid.com.
  • 14. In British Council research, 69% of learners from around the world said that they learned most effectively when working in groups or when socialising informally.
  • 16. photo by Jill http://www.flickr.com/photos/lij/122525716/ Content Creation
  • 17. photo by Stabilo Boss: http://flickr.com/photos/stabilo-boss/93136022/ spoilt for choice
  • 18. How do you use your mobile?
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  • 36. Video games have the potential to change the landscape of education as we know it...towards a new model of learning through meaningful activity in virtual worlds as preparation for meaningful activity in our post-industrial, technology-rich, real world. (James Gee)‏
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  • 38. It is forecast that “80% of active internet users will have a Second Life in the virtual world by the end of 2011” (Gartner)‏
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  • 40. - Gee, JP (2001) What Video Games Have to Tell Us About Learning and Literacy . New York: Palgrave. - Gee, JP (2005) ' Why are Video Games Good for Learning? ' http://www.academiccolab.org/resources/documents/MacArthur.pdf - Jenkins, H (2003) ' Reality Bytes: Eight Myths About Video Games Debunked ' http://www.pbs.org/kcts/videogamerevolution/impact/myths.html - Prensky, M (2001) ' Digital Natives, Digital Immigrants' http://www.marcprensky.com/writing/default.asp - de Freitas, S (2006) 'Learning in Immersive worlds - A review of game-based learning' http://www.jisc.ac.uk/media/documents/programmes/elearning_innovation/ - NMC 2007 Horizon Report: http://www.nmc.org/pdf/2007_Horizon_Report.pdf - E-Learning Guild 360º Report (2007) 'Immersive Learning Simulations' http://www.elearningguild.com