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The Wall Between Digital Natives And Immigrants

 

The Wall Between Gamers And Boomers


The Learning Circuits Big Question for this month asks us to consider if there are any: Learning design differences for Digital Natives?


Clearly there are differences between Gamers and Boomers (the terms we like to use, here at w/) just as there are differences between the residents of New York and Omaha. But to date, I've not seen a wall between these groups. And not to minimize the differences, but it's a mistake to minimize what these groups have in common. Each is exposed to the same media on a daily basis. They are not isolated. In fact, there are lots of ways that Boomers have adopted the culture of Gamers. iPods, for one. Internet use, for another.


I just recently read (and I'm not kidding, here) in the AARP Bulletin that 92% of Americans 18 to 29 use the Internet, compared with 85% of those 30 to 49, and 72% of those 50 to 64 (source: Pew Internet & American Life Project).


Perhaps a more interesting generational discussion could center on current and next generation elearning. Over the past decade or so we've proved that we can do "next/back" elearning with some proficiency. A lot of companies have spent way more on R&D than I care to think about, making this easier and easier. But instead of easier, it should be different. This approach is growing older than Boomers.


Next generation includes all of the Web 2.0 technologies and informal, bottom-up learning opportunities (which have their place) but I would hope that the defining characteristic of NextGen eLearning would be how immersive it is. My definition of success here, would simply be that the learning sticks and learners actually look forward to more.


To be both simple and clear, I would define immersive elearning as content delivery that concentrates more on discovery and less on presentation of information. For as long as I can remember, that has been a hallmark of premium learning of any kind, so it has nothing to do with differences between Gamers and Boomers or Natives and Immigrants.


Here's a case in point, having to do with a long-term client where we have over 10,000 learners in place at various retail locations:


After more than eight years of successful elearning results, we have recognized the need to give something more than our current level or interactivity to both Boomers and Gamers. Our content hasn't changed (market opportunity, product FABs, and how-to selling content) however, there is less handholding, as each of these buckets is accessed randomly. We increase both interest and credibility by using more third-party media than ever, including consumer interviews and demonstrations from YouTube. And we are using full-body avatars to interactively demonstrate sales techniques and customer reactions, complete with facial expressions and body language. Finally, we've introduced simple game-play elements that makes the learner more responsible for, and gives them more control over, their own learning.


This approach let's learners experience content much like they naturally go about learning on their own. It makes the experience much more social, too. And with every decision we make, we're thinking, "How can we make this more engaging and immersive? How can we make it more leading and less directive?" ...all without making it more difficult or breaking the bank.



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