Pecha Kucha is a method to organize presentations (see wikipedia). Each pecha kucha presentation consists of 20 slides, each shown for 20 seconds. Each presenter has 6 minutes and 40 seconds to present their ideas.
At Fontys University we use the pecha kucha method to bring focus to student-presentations. Students are provided with a powerpoint template consisting of a title slide and 20 follow up slides. The transitions between slides are programmed to automatically change after 20 seconds.
5 tips to get the most out of a pecha kucha student-presentation:
1 - preparation is necessary.
Before we used pecha kucha, student presentations would often wander about in topic and timing. Because of the auto-animation students need to think about the division of topics and the presenter's text. A badly prepared presentation results in too much/little spoken word for one slide.
2 - use images rather than text.
This counts for all powerpoint presentations: It is a tool which gives you the power to make a point. Therefore, powerpoint should support the presenter's explanation, not overtake it. Because of timing issues it appears better to use images or brief words, rather than long texts
3 - spread out difficult information over several slides
Smart use of the slides should be encouraged. For instance: animations fitting within the 20 second limit, or showing the same content on several slides to give the presenter the chance to elaborate
4 - avoid reading text per slide
It is important in the preparation to make a coherent story and avoid 20 separate topics (our students often end up with 14 or 15 topics, which is evenly too many). When texts for consecutive slides logically follow up on each other, timing problems are less an issue.
5 - form and function should be one
Contents and timing should be practiced and balanced out in order to make a dynamic swift presentation.
(image: http://www.kstoolkit.org/)
Friday, April 15, 2011
Tuesday, March 22, 2011
Studenten en nieuwe media
Vorige week gaf ik een inspiratie-sessie aan docenten van De Eindhovense school over het gebruik van interactieve media onder jongeren. de boodschap was tweeledig:
1. De Netgeneratie bestaat niet; jongeren maken weliswaar intensief, maar met grote diversiteit en matige vaardigheid gebruik van interactieve media.
2. Docenten moeten uitgaan van hun kracht en niet bang zijn te weinig kennis van nieuwe media te hebben.
1. De Netgeneratie bestaat niet; jongeren maken weliswaar intensief, maar met grote diversiteit en matige vaardigheid gebruik van interactieve media.
2. Docenten moeten uitgaan van hun kracht en niet bang zijn te weinig kennis van nieuwe media te hebben.
Studenten en nieuwe media
View more presentations from AntoineSlideshare
Wednesday, January 5, 2011
Gamification and diversity among students.
Recently the gamification has aroused a lot of activity on weblogs and twitter. Especially when the word appears to be misunderstood in publications. Raph Koster argued, correctly, against someone who misinterpreted the idea in Koster's book 'A Theory of Fun'.
Today, thanks to Twitter, I stumbled upon 2 interesting presentations about gamification: The first is a presentation by Sebastion Deterding from the 2010 Playful event in London.
The second presentation gives an interesting overview of gamification and its meaning. Especially the fact that the gameplay should be adjusted to the motives of players/students/customers. This is exactly what I argued in the last chapter of my PhD thesis: contemporary youths have gained a diversity in interactive media experiences, skills and preferences. Educators should therefore address each student in their own manner. To make things easier I looked at 2 kinds of motives for students, following Ito (2008): students are either interest-driven participants or friendship-driven participants. This means that people develop patterns of interactive media use because they want to know about certain subjects or because they want to connect to others.
Amy Kim in her presentation presents a whole list of social aspects to be taken into account when gamifying content or processes.
Today, thanks to Twitter, I stumbled upon 2 interesting presentations about gamification: The first is a presentation by Sebastion Deterding from the 2010 Playful event in London.
Pawned. Gamification and Its Discontents
View more presentations from Sebastian Deterding.
The second presentation gives an interesting overview of gamification and its meaning. Especially the fact that the gameplay should be adjusted to the motives of players/students/customers. This is exactly what I argued in the last chapter of my PhD thesis: contemporary youths have gained a diversity in interactive media experiences, skills and preferences. Educators should therefore address each student in their own manner. To make things easier I looked at 2 kinds of motives for students, following Ito (2008): students are either interest-driven participants or friendship-driven participants. This means that people develop patterns of interactive media use because they want to know about certain subjects or because they want to connect to others.
Amy Kim in her presentation presents a whole list of social aspects to be taken into account when gamifying content or processes.
Gamification Workshop 2010
View more presentations from Amy Kim.
Tuesday, January 4, 2011
Qualitative research on interactive media use in education
In response to the blogposts of Jane Davies and Jeffrey Keefer on grounded theory and situational analysis, I decided to share the qualitative methods applied for my article 'Pathways in interactive media practices among youths' published in Learning, Media and Technology. This article was part of the special edition titled 'Learning, the Net Generation and Digital Natives' and edited by Chris Jones.
The qualitative study would count more as situational analysis instead of grounded theory I suppose. However, the iterative waves of comparative analysis were an essential part of my method.
For this article, semi-structured 1-to-1 sessions were set up. The respondents were selected by means of purposive sampling. This method implies an active search for cases within categories, with the purpose of a better understanding of behaviour. This means that all students in the selected schoolclasses filled out a questionnaire about their use of interactive media (IE. Internet and games). The respondents were then identified based on the user categories that resulted from a previous survey study (published in Journal of Computer Assisted Learning). Students were randomly selected from each user category to represent the population division of the survey results.
During the interview sessions questions were posed regarding the respondent's history of interactive media use and the purpose, opinions and social networks related to these media. The interview questions served as probes for the respondents to tell stories about their interactive media use.
The second part of the interview consisted of questions steered by autodriving visual elicitation as proposed by Prosser and Loxley (2008). This method is intended to let respondents show what is important to them (in this case specific interactive media), while simultaneously explaining how they used these media. The principle of autodriving helped to ensure that interviews include topics relevant to the respondents.
All interviews were video recorded by means of a webcam. This helped the 'line by line analysis' to a large extent. The researcher was aware of the allocation of respondents in user categories during the interview, which guided the themes to be discussed. For instance: Gamers were asked more, but not solely, about games. However, in order to let all possible themes arise, all types of interactive media were touched upon.
The data analysis consisted of two phases:
1) a within-case analysis to reach data reduction and
2) a cross-case analysis to search for patterns in the respondents' stories.
In the first phase, data of each respondent were analysed. After transcription and open-ended coding of the interviews, a thematic coding around categories corresponding to the research questions was performed.
The technique of 'constant comparative analysis' as proposed by Glaser and Strauss (1967) was used for both the vertical and the horizontal analysis in order to continuously compare preliminary interpretations with accounts of the other respondents and the theoretical framework. In this process of reading, interpreting and checking, the patterns of interactive media use, including origins of specific types of use arose from the data.
The qualitative study would count more as situational analysis instead of grounded theory I suppose. However, the iterative waves of comparative analysis were an essential part of my method.
For this article, semi-structured 1-to-1 sessions were set up. The respondents were selected by means of purposive sampling. This method implies an active search for cases within categories, with the purpose of a better understanding of behaviour. This means that all students in the selected schoolclasses filled out a questionnaire about their use of interactive media (IE. Internet and games). The respondents were then identified based on the user categories that resulted from a previous survey study (published in Journal of Computer Assisted Learning). Students were randomly selected from each user category to represent the population division of the survey results.
During the interview sessions questions were posed regarding the respondent's history of interactive media use and the purpose, opinions and social networks related to these media. The interview questions served as probes for the respondents to tell stories about their interactive media use.
The second part of the interview consisted of questions steered by autodriving visual elicitation as proposed by Prosser and Loxley (2008). This method is intended to let respondents show what is important to them (in this case specific interactive media), while simultaneously explaining how they used these media. The principle of autodriving helped to ensure that interviews include topics relevant to the respondents.
All interviews were video recorded by means of a webcam. This helped the 'line by line analysis' to a large extent. The researcher was aware of the allocation of respondents in user categories during the interview, which guided the themes to be discussed. For instance: Gamers were asked more, but not solely, about games. However, in order to let all possible themes arise, all types of interactive media were touched upon.
The data analysis consisted of two phases:
1) a within-case analysis to reach data reduction and
2) a cross-case analysis to search for patterns in the respondents' stories.
In the first phase, data of each respondent were analysed. After transcription and open-ended coding of the interviews, a thematic coding around categories corresponding to the research questions was performed.
The technique of 'constant comparative analysis' as proposed by Glaser and Strauss (1967) was used for both the vertical and the horizontal analysis in order to continuously compare preliminary interpretations with accounts of the other respondents and the theoretical framework. In this process of reading, interpreting and checking, the patterns of interactive media use, including origins of specific types of use arose from the data.
Monday, September 27, 2010
Tweet the week 18-24 september 2010
In my tweets last week I crossed a line: more personal tweets than before. Strange abberation because I don't think others are interested in my daily pursuits. None of these will appear here though.
The main theme of my (re)tweets is the Net generation. This was caused by the publication of a special section in Journal of Computer Assisted Learning titled 'debunking the net generation':
The main theme of my (re)tweets is the Net generation. This was caused by the publication of a special section in Journal of Computer Assisted Learning titled 'debunking the net generation':
- Please, no more generation generalizations. Thank you. 4:21 PM Sep 22nd
- Good point about quest against assumptions RT @smartinez: Open myths, closed responses about ‘digital natives’ http://bit.ly/c9ctZY #edchat 2:16 PM Sep 22nd
- @sbayne Journal of computer assisted learning: special issue on 'net generations': http://bit.ly/bNlfDc #mscel #mscidel 5:21 PM Sep 20th
- @daveowhite Captured exactly what I was trying to put across, thanks :) RT @jobadge Notes from @daveowhite's #altc2010 barnstormer http://post.ly/ykyk 11:08 PM Sep 20th
- @shobhav 'Google before you Tweet' is the new 'think before you speak'.
Thursday, September 23, 2010
Informing teachers about the debunked Netgeneration?
Main thought: How to make empirical evidence of young people's interactive media use available to teachers?.
A growing number of studies provides empirical data that 'debunks' the existence of a Netgeneration. Chris Jones (Reader in the Institute of Educational Technology, Open University, Milton Keynes, UK) created an international network of researchers working on this type of research. Jones organized with this network a symposium at the Networked Learning Conference 2010 (proceedings freely available). He als edited a special section in the Journal of Computer Assisted Learning. And another special section will be published soon in Learning, Media & Technology. I contributed to both the NLC symposium and the LMT special section.
The JCAL special section has been discussed on twitter and blogs. @smartinez on her blog added important comments to the availability of the research papers:
I agree, the papers should be publicly available for free. At the same time, I published my research in closed journals as well. This shows the dilemma for researchers which recently caused discussion on twitter and blogs.
However, I am not convinced that open access solves the problems: I know a lot of teachers who are interested in my results, but who can not find their way to journals, open access or not.
So the main question for me is: How can we bring our results to them, apart from emailing a paper to teachers in our network (which according to journal publishers is illegal...)?
I tried to solve this problem in the last few years by giving presentations at schools and publishing a report, available for free via Dutch institute Kennisnet. But something tells me there should be better ways...
A growing number of studies provides empirical data that 'debunks' the existence of a Netgeneration. Chris Jones (Reader in the Institute of Educational Technology, Open University, Milton Keynes, UK) created an international network of researchers working on this type of research. Jones organized with this network a symposium at the Networked Learning Conference 2010 (proceedings freely available). He als edited a special section in the Journal of Computer Assisted Learning. And another special section will be published soon in Learning, Media & Technology. I contributed to both the NLC symposium and the LMT special section.
The JCAL special section has been discussed on twitter and blogs. @smartinez on her blog added important comments to the availability of the research papers:
The Journal has some fabulous looking articles – but I can’t read them. Most of you can’t read them either. It’s a closed journal. Sorry, only for academics and researchers. Here’s the problem. The “digital native” myth is being perpetuated in popular culture, books, and keynote speeches, all easily accessible. These rebuttals, well-researched (I assume), peer-reviewed, and not sensationalized, are locked behind closed doors.
So when teachers hear that the curriculum is being modified to meet the needs of “digital natives” – what can they do? When educators present at conferences about this issue, should they cite the abstract to refute the silly (but free) sloganeering? When they talk to friends, neighbors, teachers, or the school board who think that kids “brains are different now” can they pull from a deep knowledge of brand new, relevant research? No – it’s not available
I agree, the papers should be publicly available for free. At the same time, I published my research in closed journals as well. This shows the dilemma for researchers which recently caused discussion on twitter and blogs.
However, I am not convinced that open access solves the problems: I know a lot of teachers who are interested in my results, but who can not find their way to journals, open access or not.
So the main question for me is: How can we bring our results to them, apart from emailing a paper to teachers in our network (which according to journal publishers is illegal...)?
I tried to solve this problem in the last few years by giving presentations at schools and publishing a report, available for free via Dutch institute Kennisnet. But something tells me there should be better ways...
Wednesday, July 14, 2010
Diversity in interactive media use among youths.
Leraar 24, a Dutch website discussing educational innovations by means of video-reports, published a video about my research on interactive media use among youths.
Sunday, June 27, 2010
Considering young people's motives for interactive media use
Educational Research Review published my article on young people's motives for interactive media use. It contains a literature review of empirical evidence against the Net generation assumptions. The review was finished March 2009, just before we submitted the article. However, since that moment a number of studies were published that describe diversity in young people's interactive media use to more detail. These were not included in the review.
The abstract:
Full text (subscription required)
The abstract:
Young people's increasing use of interactive media has led to assertions about possible consequences for education. Rather than following assertions, we argue for theory-driven empirical research as a basis for education renewal. First, we review the existing empirical research, concluding that there is almost no theory-driven research available. Subsequently we discuss sensitizing concepts as a perspective for research on the relation between interactive media and youth culture. These concepts, derived from the literature, include insecurity, reflexivity, affinity spaces and shape-shifting portfolio people. With this perspective we examine social and cultural functions of interactive media within contemporary Western youth culture. This examination leads to questions for education and a subsequent plan for future research, with a focus on diversity among students and the development of local cultures. This entails studying both the motives as well as the actual use of interactive media, which should be the concern of educational practices.
Full text (subscription required)
Saturday, May 29, 2010
Scientific publication as narcissism? Or is it lack of responsibility?
Dan Cohen is hacking the academy in a week (#hackacad). In his pursuit he talks about open access publishing and scholarly values. There appears to be an attitude problem among scientists: they increasingly use Googlebooks and other publicly available digital sources as jump off point for their research. However, when it comes to publishing their results, they opt for the traditional journal. Sharing will be done only after the finished product has been published and resulted in a new line on their CV.
Of course, this has much to do with academic funding and subsequent publication rules. All fair enough. But Cohen wants us to share work in progress. Weblogs, tweets, wikis...
Stephen Ramsay responds to Cohen's post by stating that scientists don't have time to read other's work. Therefore the judgement of value is outsourced to publishers. They will value the quality of research. In return you hand them over copyrights...
Of course, this has much to do with academic funding and subsequent publication rules. All fair enough. But Cohen wants us to share work in progress. Weblogs, tweets, wikis...
Stephen Ramsay responds to Cohen's post by stating that scientists don't have time to read other's work. Therefore the judgement of value is outsourced to publishers. They will value the quality of research. In return you hand them over copyrights...
Honestly, I think our goal as a community should be to present our colleagues with as many inscrutable objects as possible. We should be making lots of videos, podcasts, maps, "books" with a hundred authors, blog posts, software, and web sites without any clear authorial control. And yes, we should put open content licenses on all of it and give it away to everyone we meet. And then we should dare our colleagues to tell us that our work isn't of sufficient intellectual quality.
Software for qualitative analysis
Jeffrey Keefer is currently attending the QI2010 conference (hashtag #icqi10) and liveblogging about sessions. His post about a session hosted by Judith Davidson and Silvana diGregorio on technology and qualitative analysis showed interesting new developments.
I always thought there was the Dutch application Kwalitan and there was Atlas-ti for QA. Of course, you could use wiki's or tagging applications. But recently, 'new' platforms such as mobile devices, have become hosts for QA software as well. A small list to be considered:
Judy is now sharing some sorts of apps that may help with this, including wikis, A.nnotate, tagging (del.icio.us), Everyday Lives (an ethnographic software tool for iPhones), blogs, IBM Social Research Group – Many Eyes, Word Tree (for document analysis), and how these things will move forward.
Friday, May 28, 2010
The use of interactive media among today’s youth
The pilot study about young people's interactive media use I did has been published by Computers in Human Behavior. Here's the abstract:
Download the full text
The intensive use of interactive media has led to assertions about the effect of these media on youth. This paper presents a quantitative study on the position of interactive media in young people’s lives. Rather than following the assumption of a homogeneous generation, we investigate the existence of a diversity of user patterns. The research question for this paper: Can patterns be found in the use of interactive media among youth? We answer this question by a survey among Dutch youngsters aged 10–23. Four clusters of interactive media users, namely Traditionalists, Gamers, Networkers and Producers were identified using cluster analysis. Behind these straightforward clusters, a complex whole of user activities can be found. Each cluster shows specific use of and opinions about interactive media. This provides a contextualized understanding of the position of interactive media in the lives of contemporary youth, and a nuanced conceptualization of the ‘Net generation’. This allows for studying the intricate relationship between youth culture, interactive media and learning.
Download the full text
Wednesday, May 5, 2010
Networked Learning Conference 2010
I just came back from two inspiring days at #nlc2010.
Repository:
conference site
Cloudworks
Matthew Allen's liveblog
Archived twitterstream
Jean Lave's article on learning
Repository:
conference site
Cloudworks
Matthew Allen's liveblog
Archived twitterstream
Jean Lave's article on learning
Tuesday, March 16, 2010
Intrinsicly motivated? Nah, sheer peer pressure...
While transcribing interviews with 15 year olds about their interactive media use, it struck me that they all reported to use social software, such as Hyves or Facebook, 'because all the others do so as well'. My first thought was "you're 15, you should be a non-conformist". My second thought was, referring to Brian: "You're all individuals"...
However, today a blogitem about the SXSW festival described the same issue. A girl (15 years old) reportedly told the audience during a presentation " All my friends do Photoshops, use Photoshop. So I use and learned Photoshop to impress them".
This indicates that, as far as the Net generation debate is concerned, peer-pressure is an important factor explaining the use of interactive media. A more constructive term is of course 'peer-driven participation', as defined by Ito (2008) in her report on the Digital Youth Project.
However, today a blogitem about the SXSW festival described the same issue. A girl (15 years old) reportedly told the audience during a presentation " All my friends do Photoshops, use Photoshop. So I use and learned Photoshop to impress them".
This indicates that, as far as the Net generation debate is concerned, peer-pressure is an important factor explaining the use of interactive media. A more constructive term is of course 'peer-driven participation', as defined by Ito (2008) in her report on the Digital Youth Project.
Monday, December 28, 2009
Indigestible reading
On his blog Ian Bogost discusses an interesting point made in Mark Fisher's Capitalist Realism: today's (higher education) students do not want to read books. They think reading is boring because it doesn't have the immediate gratification of, say, a hamburger.
Fisher argues that reading Nietsche is all about experiencing the indigestibility of the text. Bogost compares this to unobvious videogames, that are often as indigestible as reading Nietsche.
At the same moment Newsweek presents results from a US study on the effects of playing games on IQ. It turned out that playing small, 'obvious' games for 8 weeks, leads to the same IQ increase among children as one year of regular education (12 to 13 IQ points).
This kind of studies bear the risk of defining new media as the correct model for educational renewal or development. The 'saccharine gratification' (quote from Bogost) of the gaming experience leads to student motivation, which can be misinterpreted by educators as 'they think the content is interesting'.
Fisher argues that reading Nietsche is all about experiencing the indigestibility of the text. Bogost compares this to unobvious videogames, that are often as indigestible as reading Nietsche.
At the same moment Newsweek presents results from a US study on the effects of playing games on IQ. It turned out that playing small, 'obvious' games for 8 weeks, leads to the same IQ increase among children as one year of regular education (12 to 13 IQ points).
This kind of studies bear the risk of defining new media as the correct model for educational renewal or development. The 'saccharine gratification' (quote from Bogost) of the gaming experience leads to student motivation, which can be misinterpreted by educators as 'they think the content is interesting'.
Tuesday, December 22, 2009
German Net generation study
Finally, an English (abridged) version of Schulmeister's extensive study on the existence of the Net generation (or rather non-existence) is available. Earlier I worked my way through the German extended version.
The most important point Schulmeister makes is that you have to study interactive media use in the context of everyday life. For many social scientists this is obvious, but much Net generation literature focuses solely on the use of interactive media.
Mark Bullen gives an overview of the main conclusions. In regard of my own research these two are most interesting:
The Use of Media: It turns out that the use of media alone is not sufficient for the existence of the net generation but rather that the motives for the use of media are essential in the context of such an analysis.
The Motivation for the Use of Media: The preferences of the young for specific internet activities provide information about the spectrum of their interests; the age distribution of their preferences suggests that the actual interests are influenced by socialization.
The most important point Schulmeister makes is that you have to study interactive media use in the context of everyday life. For many social scientists this is obvious, but much Net generation literature focuses solely on the use of interactive media.
Mark Bullen gives an overview of the main conclusions. In regard of my own research these two are most interesting:
The Use of Media: It turns out that the use of media alone is not sufficient for the existence of the net generation but rather that the motives for the use of media are essential in the context of such an analysis.
The Motivation for the Use of Media: The preferences of the young for specific internet activities provide information about the spectrum of their interests; the age distribution of their preferences suggests that the actual interests are influenced by socialization.
Tuesday, December 15, 2009
Designing games in a mock-up environment
As part of the Game Design & Technology programme at Fontys University of Applied Sciences, students have to paper-prototype their games.
Marcel de Leeuwe discusses some digital mock-up tools on his weblog. In a reply to this post Moocha refers to an instructive YouTube video. The best tool, in my opinion, remains pen and paper...
Marcel de Leeuwe discusses some digital mock-up tools on his weblog. In a reply to this post Moocha refers to an instructive YouTube video. The best tool, in my opinion, remains pen and paper...
Wednesday, December 9, 2009
Free thoughts!
Recently some blogs mentioned of a conference where the audience was asked not to twitter or take pictures during presentations (Steve Wheeler, Wilfred Rubens).
The discussion on Steve Wheeler's blog resulted in a link to this YouTube video:
Thoughts are free, who can guess them?
They flee by like nocturnal shadows.
No man can know them, no hunter can shoot them,
with powder and lead: Thoughts are free!
I think what I want, and what delights me,
still always reticent, and as it is suitable.
My wish and desire, no one can deny me
and so it will always be: Thoughts are free!
I love wine, and my girl even more,
Only I like her best of all.
I'm not alone with my glass of wine,
my girl is with me: Thoughts are free!
..
The discussion on Steve Wheeler's blog resulted in a link to this YouTube video:
Thoughts are free, who can guess them?
They flee by like nocturnal shadows.
No man can know them, no hunter can shoot them,
with powder and lead: Thoughts are free!
I think what I want, and what delights me,
still always reticent, and as it is suitable.
My wish and desire, no one can deny me
and so it will always be: Thoughts are free!
I love wine, and my girl even more,
Only I like her best of all.
I'm not alone with my glass of wine,
my girl is with me: Thoughts are free!
..
Science: open source and open access
"In science two things are scarce: good experimental data and experts' attention" states scientist Michael Nielsen in Dutch magazine Intermediair.
The article (in Dutch) discusses the tension between the 300 year old mores of journal publications and the open source/open access possibilities enabled by the web. Nielsen is an advocate of open source science. The article reminded me of Eric Raymond's paper 'The Cathedral and the bazaar' that describes the benefits of open source development.
So what to do if you want to make a career in science, but also support the open source movement? Are there any indexed open access journals?
In educational research unfortunately not many journals are available. The Directory of open access & hybrid journals lists 308 peer-reviewd journals under 'social sciences - education', many of them in Spanish. A similar list can be found at AERA. One of the few open access journals in this field with an sci-ranking is Educational Technology and Society (impact factor 0.9).
Additional sources:
- Bas Savenije gives an interesting overview of the movement to open access journals (in Dutch)
- Open access timeline, started by Peter Suber, now a wiki.
The article (in Dutch) discusses the tension between the 300 year old mores of journal publications and the open source/open access possibilities enabled by the web. Nielsen is an advocate of open source science. The article reminded me of Eric Raymond's paper 'The Cathedral and the bazaar' that describes the benefits of open source development.
So what to do if you want to make a career in science, but also support the open source movement? Are there any indexed open access journals?
In educational research unfortunately not many journals are available. The Directory of open access & hybrid journals lists 308 peer-reviewd journals under 'social sciences - education', many of them in Spanish. A similar list can be found at AERA. One of the few open access journals in this field with an sci-ranking is Educational Technology and Society (impact factor 0.9).
Additional sources:
- Bas Savenije gives an interesting overview of the movement to open access journals (in Dutch)
- Open access timeline, started by Peter Suber, now a wiki.
Monday, December 7, 2009
Youth and interactive media

My report on the use of interactive media among contemporary youth was published last month by Dutch research centre Kennisnet. The report is a non-scientific description of the survey I did as part of my PhD project. The report (in Dutch) describes in detail a diversity in both interactive media use and users.
The main conclusions: The Net generation does not exist (duh..) and education should be careful in applying games and social software as learning tools.
Dutch blogs Wilfred Rubens and Educate the crowd mentioned the report.
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