E-learning Curve Blog at Edublogs

E-learning Curve Blog is Michael Hanley's elearning blog about skills, knowledge, and organizational development using web-based training and technology in education

The Challenge of Training the PlayStation Generation

May 15th, 2009 · 3 Comments
Knowledge Economy · digital native · e-learning · e-learning ecosystem · e-learning industry · learning 2.0 · training needs · workplace learning




We now live in a multiplex world of many voices and ideas, mediated by the internet. At the forefront in using digital technology is the e-learning industry.

I’d forgotten about that.

That is to say, I’d forgotten that I had written those sentences until my quarterly copy of T&D Magazine came through the mail the other day. Included in the magazine was a short article  I’d contributed to the publication on workplace training, e-learning, and one of the challenges organizations are about to encounter.

Recession notwithstanding, the PlayStation Generation (Digital Natives, Millennials, Generation Z: pay your money and take your choice) is beginning to enter the workforce, and the trickle of people will grow to a flood over the next decade. These workers will test the skills and expertise of training professionals in ways never encountered in the past, and quite unlike the demands the current economic unpleasantness is making on L&D people. 

Like other generations, the PlayStation Generation is "shaped by the events …and trends of its time" (McCrindle, M., 2008). In particular, the  emergence of internet-based technologies and synchronous communication systems including e-mail, txtng, and IM, as well as new media used through websites like YouTube, and the (ever-growing) range of social networking sites and influence of the Read/Write Web seem to be a characteristic of this generation’s reputation for intense peer orientation and their desire for instant gratification.

In their 2008 text, Connecting to the Net.Generation: What Higher Education Professionals Need to Know About Today’s Students, Reynol Junco and Jeanna Mastrodicasa found that in a survey of 7,705 college students in the US:

  • 97% own a computer
  • 97% have downloaded music and other media using peer-to-peer file sharing
  • 94% own a cell phone
  • 76% use instant messaging and social networking sites
  • 75% of college students have a Facebook account[18]
  • 60% own some type of portable music and/or video device such as an iPod
  • 49% regularly download music and other media using peer-to-peer file sharing
  • 34% use websites as their primary source of news
  • 28% author a blog and 44% read blogs
  • 15% of IM users are logged on 24 hours a day/7 days a week

(I think it’s time to use the quote from my article – don’t you?)

It’s clear that we now live in a multiplex world of many voices and ideas, mediated by the internet. At the forefront in using these digital technology is the e-learning industry.

To meet the challenge of workplace generational diversity, L&D professionals must embrace the knowledge that change is coming, look to the training tools and technologies that already exist, and be prepared to embrace innovation in organizational learning. Understanding the demographics of the 21st Century workforce should influence future training techniques; if you’re smart, you’ll be developing training strategies and approaches already. 

Some approaches to consider:

  • Understand the importance of the peer group
  • Incorporate viral marketing or word-of mouth/ referral strategies into learning.
  • Use an anecdotal style / storytelling to engage learners
  • Use scenarios, risks, and consequences to develop skills build cognitive awareness, and likely outcomes to events. Dealing in theory, raw data, or pure statistics will not motivate this group of workers to learn.  

As the 2008 US presidential election demonstrated, everyone from GenX onwards is technologically savvy (if not quite literate) and think nothing of accessing trends and movements online. They are not inclined to hang around for traditional, authoritarian leaders (or trainers) and the government (or company) to tell them what to do; they have decided to "get on with it."

I predict that one of the consequences of the current economic crisis is that many older employees will choose to leave or be forced out of the workforce. Here in Ireland we’ve already seen unskilled and semi-skilled people losing their jobs by the tens of thousands, as both they and the firms they work for have problems adapting to the new economic reality.

This story is unfolding all around the Western Hemisphere.

The chances are that the industries that supported these people will go to low cost base economies and will never return. The older, Baby Boomer generation-aged manpower than supplied these businesses will be hard-pressed to find full-time work in the same economic sector again.

If, as an L&D professional, you fail to adapt your training strategies to the needs of the new, diverse workforce, start planning a career change, because you might find your skills as relevant as those of other obsolete professions, such as chimney sweeps, match girls, gurl hurriers, and stagecoach tilters: the workplace of the future won’t hang around for if you can’t adapt to its requirements.
________

References:

McCrindle, M. (2008) The ABC of XYZ: Generational Diversity at Work. McCrindle Research. [Internet] Available from: http://www.quayappointments.com.au/email/040213/images/generational_diversity_at_work.pdf  Accessed 10 May 2009.

Junco, R., & Mastrodicasa, J. (2007) Connecting to the Net.Generation: What Higher Education Professionals Need to Know About Today’s Students. NASPA.

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3 responses so far ↓

  • 1    Martin Owen // May 16, 2009 at 12:46 pm

    The Playstation Generation is now in its 30’s (in fact the demographic of the first purchasers puts them near 40).

    The Sinclair Spectrum/Atari/Commodore 64 generation is now firmly in middle age.

    These unhelpful labels need to be avoided. You need to search for mire substantive reasons for supporting educational reform.

    in my case was I the marbles and board game generation?

    A deeper consideration of sociocultural psychology needs to be appled instead of chasing slogans.

  • 2    Michael Hanley // May 18, 2009 at 11:02 am

    Hi Martin,
    Thanks for reading the E-Learning Curve Blog and for your contribution.

    I’d like to take this opportunity to clarify: the PlayStation Generation term is not used to categorize the purchasers of the console, but rather as a means to identify the generation who were born contemporaneously with the so-called Fifth Generation of video games in the early-to mid-1990’s, the reason being that this broadly aligns with the emergence of the internet and the World Wide Web.

    As you’ll know if you’re a regular reader of my blog, my articles are founded on a sound approach to extensive fact-based research (to the extent that I include references where possible to support my assertions), as well as my extensive professional experience in the field of technology-based learning and development.

    Regards,
    Michael

  • 3    Job-Hunting Tips for Recessionistas: Benefits of Learning Programs in a Depressed Economy | E-learning Curve Blog at Edublogs // May 29, 2009 at 1:37 pm

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