1. A new generation of students are entering higher education - a group called the "Millennials" or the Net Generation. NetGen'ers were born in or after 1982 and exhibit different characteristics than siblings who are just a few years older. NetGen'ers learning preferences tend toward teamwork, experiential activities, structure and the use of technology. Their strengths include multitasking, goal orientation, positive attitude and a collaborative style
2. Changes in students
3. How People Learn?
4. Our notions of how people learn have evolved over time. Rather than a response to reward or punishment, we have begun to view learning as something that is constructed, an active process in which the learner develops his or her own understanding by assembling facts, experience and practice.
5. Use of Games in College
6. Evolution of Games as Learning Environments
7. Games are part of growing up in the U.S. Game sales were approximately $7 billion in 2002; the average 8th grader plays video games for approximately 5 hours a week.[i] A recently completed survey found that "by high school 77% of respondents had played computer games and over two-thirds (69%) had been playing video games since elementary school. By the time the current cohort of college students graduates, virtually all of them will have had some kind of experience with gaming" (Jones, 2003). Games have cultural and social influence.
8. Although we may think of games as new, they have been part of the learning environment for some time. Who has not been involved in a role play as a part of a sociology or political science course? In role playing, individuals assume roles, act out their characters, experience the interaction and see the outcome. For example, mock trials are a routine part of law school because law is about more than understanding legal code; it is about human dynamics. Role playing is a highly effective mechanism for helping learners understand the interplay of personalities and situations. Games, simulations and role plays are not new to education. It is only recently that technology has been added to games, giving them a different character.