Blended Learning and the Generations Chuck Dziuban Joel Hartman Patsy Moskal University of Central Florida.
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Blended Learning andthe Generations
Chuck Dziuban
Joel Hartman
Patsy Moskal
University of Central Florida
Some characteristics ofthe generations
Matures (prior to 1946) Dedicated to a job they take on Respectful of authority Place duty before pleasure
Baby boomers (1946-1964) Live to work Generally optimistic Influence on policy & products
Generation X (1965-1980) Work to live Clear & consistent expectations Value contributing to the whole
Millennials (1981-1994) Live in the moment Expect immediacy of technology Earn money for immediate
consumption
Technology is anything inventedafter you were born*
• Video games
• PCs
• Commands
• Mailing lists
• Cassettes
• Video games
• PCs
• Commands
• Mailing lists
• Cassettes
Gen - XersGen - XersGen - XersGen - Xers
• The Web• Mobile devices• KWM interface• IM, blogs• Virtual
communities• CDs, MP3s
• The Web• Mobile devices• KWM interface• IM, blogs• Virtual
communities• CDs, MP3s
MillennialsMillennialsMillennialsMillennialsBoomersBoomersBoomersBoomers
• TV
• Mainframes
• PLATO
• Telephones
• Party lines
• LPs
• TV
• Mainframes
• PLATO
• Telephones
• Party lines
• LPs
* Alan Kay
Millennials and Technology Millennials are the first generation to grow up in a
digital world: The PC; Window-based OS The Internet; World Wide Web The CD
Millennials have access to technology that is personal, portable, powerful, multifunction, multimedia, and affordable
Millennials’ attitudes and behaviors have been shaped by technology to an extent far greater than previous generations
Millennials: today’s learners
Diverse Mobile Always connected Experiential Multitasking Community-oriented Digitally literate
Media literacy
10,000 hours playing video games Sent/received 200,000 E-mails 20,000 hours watching TV 10,000 hours on a cell phone Under 5,000 hours reading
By age 21, today’s college studentswill have spent:
– Prensky, 2003
00
50005000
1000010000
1500015000
2000020000
2500025000
E-mailsE-mails
VideoVideo GamesGames
ReadingReading
TelevisionTelevision
Cell Cell PhonePhone
Games are a way of life
69% have played games since elementary school
77% have played games by high school
100% have experienced games by college
60% of college students are regular players Games are part of Millennials’ multitasking
environment, and are integrated into daily life(and studying)
--Jones, 2003
College Internet use
79% – Internet has a positive impact on academic experience
73% – Use the Internet more than the library for research
72% – Check E-mail every day 60% – Internet has improved relationships with
classmates (56% – professors) 46% – Can express ideas they would not have
expressed in class
– Jones, 2002
Internet: a social technology Millennials use the Internet primarily
as a social technology They use the Internet to maintain
multiple lines of communication―IM for quick communication―E-mail or phone for longer
communication
Home computer is a repository of important information; other devices (laptop, PDA) transport the material
--Lextant, 2003
Rising expectations The rising expectations of technology-literate
students are difficult to meet Service expectations
―Amazon.com and Google are their models―They expect self-service,
immediacy, and the abilityto customize
―Engaging learning experiences
Satisfaction levels decreasingwith each successive generation
Millennials: the up side
Goal oriented Positive attitudes Collaborative style Multitasking Technologically savvy Learn by tinkering
―Raines, 2002―Raines, 2002
Millennials: the down side
Weak critical thinking skills Naïve beliefs regarding intellectual property and
the authenticity of information found on the Internet
Question everything High expectation levels / low satisfaction levels Technology preferences have no institutional
context (IM, wikis, blogs, social networking sites)
– Prensky, 2003
UCF’s top down and bottom up approach
The generations inblended courses
33%
54%
15%
1%0%
10%
20%
30%
40%
50%
60%
Mature Boomer Gen X Millennial
Per
cent
(N=18,732)
Students very satisfied with blended learning by generation
57%
41%33%
0%
10%
20%
30%
40%
50%
60%
Boomer Gen X Millennial
Per
cent
(N=491)
Changed approach to learningby generation
50%
38%
20%
0%
10%
20%
30%
40%
50%
60%
Boomer Gen X Millennial
Per
cent
(N=491)
Web definitely madeinteraction easier
(N=491)
42%35%
12%
0%
10%
20%
30%
40%
50%
60%
Boomer Gen X Millennial
Per
cent
Students’ positive perceptions about blended learning
• Convenience
• Reduced logistic demands
• Increased learning flexibility
• Technology-enhanced learning
Reduced OpportunityCosts for Education
Students’ less positive perceptions about blended learning
• Reduced face-to-face time
• Technology problems
• Reduced instructor assistance
• Increased workload
Increased OpportunityCosts for Education
College Level Academic Skills Tests (CLAST) English scores
548
782
953
530
610
690
770
850
930
Boomers Gen X Millennials
Mea
n C
LA
ST
Sco
re
N= 16,293
College Level Academic Skills Tests (CLAST) Math scores
505
721
928
490
570
650
730
810
890
Boomers Gen X Millennials
Me
an
CL
AS
T S
co
re
N= 15,812
Upper undergraduatesuccess rate
94%93%97%
0102030405060708090
100
Boomer Gen X Millennial
Perc
en
t
n=447 n=4,330 n=2,172
Upper undergraduatewithdrawal rate
3.5%4.5%4%
0102030405060708090
100
Boomer Gen X Millennial
Perc
en
t
n=465 n=4,530 n=2,250
What is blended learning?
Working definition from the Sloan-C Blended Learning Workshop:
“A course or program that combines online learning and face-to-face instruction in a manner that reduces the number of face-to-face classroom meetings.”
What to call it?
Blended? Hybrid? Mixed-mode? What you call it is not important Ensuring everyone on your campus knows what
your chosen term means is To the more experienced institutions, blending
represents the optimization of pedagogical approaches, rather than a time division between online and F2F
What does it mean to institutions?
Improve teaching and learning (e.g., implement learner-centered pedagogies)
Move from an ad-hoc “bottom up” approach to an institutional initiative
Increase flexibility and convenience for students Increase efficiency of classroom utilization (e.g.,
manage growth, reduce costs)
What does it mean to faculty?
A safe way to explore online learning More work, but likely worth it in terms of improved
student engagement and achievement A way to meet student expectations Possibly the best of both worlds
What does it mean to students?
Blended learning is inwardly directed and can potentially impact all of the institution’s students
For Millennials, blended learning represents an attractive alternative to F2F instruction
Blended learning is a good match for Millennials’ visual, exploratory, social learning preferences
Millennials expect everything to be online Older generations may not perceive blended
learning the same way as Millennials
Institutional Impacts
Organizational structures Student academic support services Policies Scalability of business processes and
infrastructure Faculty development Assessment Classroom multimedia and network access Funding
Critical success factors
Clear sense of institutional purpose and expected outcomes
Pro-active policy formation Faculty engagement and development Learner support Coordinated involvement of campus service providers Online support services Assessment for continuous improvement Modified institutional processes (e.g., classroom
scheduling)
Contacts
Dr. Chuck Dziuban(407) 823-5478
dziuban@mail.ucf.edu
Dr. Joel L. Hartman(407) 823-6778
joel@mail.ucf.edu
Dr. Patsy Moskal(407) 823-0283
pdmoskal@mail.ucf.edu
http://pegasus.cc.ucf.edu/~rite
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