digital natives
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2022 ◽  
Vol 4 (3) ◽  
pp. 611-615
Author(s):  
Zainal Abidin ◽  
Muhamad Riyad ◽  
Budi Panca

The reality that is happening in the world globally today is experiencing turbulence, so the impact is that many things are changing rapidly (volatality), uncertainty (uncertainty), complex (complexity) and often confusing (ambiguity). Today we see the emergence of strange phenomena that we never imagined would be present before, namely changes that are visible and very significant affect the way of life and the mindset of humans as a whole. The current global education world is facing the so-called technology and information gap between digital immigrants (old teachers who learn technology) and digital natives (students who enjoy and use technology), while there are still teachers who are currently quite stuttering in dealing with students or students who speak technology. These old teachers often find it difficult to change the teaching and learning paradigm, find it difficult to adjust to the latest trends in teaching and digital-based learning media that are developing fast, feel threatened by technology, and feel confused to change. Ideally, teachers should be willing and able to change their mindset, they are old and will soon retire. Teachers must be willing to be open to changing times because teachers are real lifelong learners. Teachers are role models and agents of life change. Keywords: Globalization, Teacher, Volatality, Uncertainty, Complexity, Ambiguity


Author(s):  
Iwona Staniec ◽  
Dominika Kaczorowska-Spychalska ◽  
Magdalena Kalinska-Kula ◽  
Nina Szczygiel

This paper reports on the experiences of working with new digital tools along with the experience of new remote work. We explore the emotional experiences of working from home during the first three months of the COVID-19 pandemic and their implications. There were two groups of respondents participating in the study, those who had experience working remotely before the pandemic [digital natives] and those who started working remotely during the pandemic [digital immigrants]. The results show that emotional experiences while working from home do not differ depending on the profession, age, gender, length of experience and from previous remote work. This suggests that the digital natives had to deal with the same emotions as the digital immigrants. The study found that independent external changes determine the growth of competence in employees, in this particular case, to work remotely. Working in conditions that are difficult for everyone obliges employees to cooperate, even across company boundaries, and increases each other’s competencies. In such situations, the management is required to be emotionally involved and closer to the employee.


2022 ◽  
pp. 187-204
Author(s):  
María A. Pérez-Juárez ◽  
Javier M. Aguiar-Pérez ◽  
Miguel Alonso-Felipe ◽  
Javier Del-Pozo-Velázquez ◽  
Saúl Rozada-Raneros ◽  
...  

A lot of millennials have been educated in gamified schools where they played Kahoot several times per week, and where applications like Classcraft made them feel like the protagonists of a videogame in which they had to accumulate points to be able to level up. All those that were educated in a gamified environment feel it is natural and logical that gamification is used in all areas. For this reason, gamification is increasingly becoming important in different fields including financial services, bringing new challenges. Gamification allows financial institutions to provide personalized and compelling experiences. Big data and artificial intelligence techniques are called to play an essential role in the gamification of financial services. This chapter aims to explore the possibilities of using artificial intelligence and big data techniques to support gamified financial services which are essential for digital natives but also increasingly important for digital immigrants.


2022 ◽  
pp. 103-136
Author(s):  
Diane Spencer-Scarr

The increased weighting of digital natives in a fattening long tail has added complexity to organizational leadership, particularly during the global COVID-19 pandemic. Trends affecting the individual come from social, economic, and technological sources and affect leadership behaviors, and this in turn affects society. In order to understand this interconnection, lower-level influences and how they affect the higher-level visible signs are discussed. These lead to influences on behavior. Influences are felt as intensity and embeddedness of engagement, decision-management, feedback ability, and motivators. This chapter begins with a discussion of causes for this phenomenon and concludes with ways to work with the long tail, either from within as a member or externally as a leader. The chapter ends with a brief comment on future research based on findings discussed in this chapter.


2022 ◽  
pp. 226-242
Author(s):  
Ruxandra Folostina ◽  
Cristina Dumitru Tabacaru

Digital communication is being extensively used, and during COVID-19 pandemic, it has transformed the way teaching is delivered and how learning happens which became even more problematic for children with learning difficulties. The digitalization of education during the lockdown period has forced teachers, children, and parents to develop and enhance their digital skills to maintain and keep ensuring efficient learning. Digital communication can be provided in the educational system by the simple use of email or WhatsApp groups up to the integration of complex digitalized learning programs and software adapted to the specific educational needs of each student. Being digital natives, students nowadays seem more engaged if learning is mediated by the use of digital communication tools. They are opened and interested in participating in educational activities that are technology-based.


2022 ◽  
pp. 733-758
Author(s):  
Míria Santanna dos Santos ◽  
Camila Peres ◽  
Marcelo A. R. Schmitt ◽  
Andre Peres

The students of the twenty-first century are digital natives, presenting a nonlinear way of learning. The school, on the other hand, still keeps a sequential teaching structure. In order to approach the school of the students' reality, digital games can be an important educational tool. This can be done not only using educational games, but also by the creation of games. There are applications and software available online that allow the creation of games in a simple and accessible way. This process of building games enables students to mobilize various fields of knowledge and provide digital literacy, with the development of critical capacity. This chapter presents the theoretical foundations that justify the use of games in education, and a pedagogical proposal based on the construction of games, as well as tools that can be used to build digital games.


2021 ◽  
Vol 6 (2) ◽  
pp. 56-66
Author(s):  
Andre Andre

Wayang is considered a cultural heritage that has been passed down from generation to generation in Indonesia. However, the younger generation known as digital natives shows a lack of motivation and interest in Wayang. Therefore, it became an important matter to introduce traditional Wayang to younger audiences in engaging formats. This paper proposes an adaptation of the multiplayer online battle arena or known as MOBA. This type of multiplayer game for the mobile market is gaining high popularity among the young generation because it embraces quick-paced, strategic, and intense battle scenes. We called our game "Wayang Tarung" or "Wayang Battle" in English. Furthermore, the game has several features supporting the narrative of wayang characters, such as simple digital motion comics and character briefing between loading screens. A mechanic-dynamic-aesthetic framework (MDA) is used as a guideline to assure the game has engaging gameplay. Since the game runs asymmetrically, the starting condition for both players must be considered. Therefore, we also apply a game balancing strategy to ensure that each Wayang character has weak and strong points. In addition, we were adapting artificial intelligence from the Clash Royale game to dictate autonomous character behavior. The implementation of the Wayang Tarung game has been evaluated using a heuristic testing method adapted from the norman Nielsen heuristic usability. We also conducted a direct observation in a controlled-lab condition and gathered the data using a pre-post test that evaluated player knowledge of Wayang's character. Based on the excellent mark pre-post test result, we believe that adopting the multiplayer game platform in introducing wayang characters to the young generation has enriched prominent to explore further.


2021 ◽  
Vol 7 (2) ◽  
pp. 161-168
Author(s):  
Yudi Guntara ◽  
Indri Sari Utami

Education in the digital era had shifted conventional learning methods to digital technology-based learning. Likewise with students have to be faced by pre-service physics teachers who have entered the generation of digital natives. However, is it true that the concept of digital natives exists? Moreover, whether pre-service physics teachers belong to that generation? Therefore, the objective of this study was to prove the construct validity of the Digital Natives Assessment Scale using data from pre-service physics teachers in Banten Province, Indonesia. And follow-up analysis is used to find the relationship between digital natives' status and pre-service physics teacher technology mastery. This study used a quantitative approach with the correlational method. The type of correlation research chosen was Confirmatory Factor Analysis (CFA). The instrument used was a Digital Natives Assessment Scale (DNAS) questionnaire consisting of 21 items and four factors, measured using a 7-point scale. The results showed that this study could not prove the 4-factor DNAS model for pre-service teacher participants in Banten Province based on the results of the CFA. And there was no relationship between the status of digital natives and the level of technology mastery of pre-service teachers based on Pearson correlation analysis. So it can be concluded that using a sample of student-teacher candidates in Indonesia, the 4-factor DNAS cannot be proven construct validity. However, this decision is not final but should be tested on a larger scale to show DNAS matches.


2021 ◽  
Vol 13 (2) ◽  
pp. 162
Author(s):  
Ririn Puspita Tutiasri ◽  
Syafrida Nurrachmi Febriyanti

<p><em>The term ‘Kids Jaman Now’ (Children Today) appears on various social media sites through content that represents the activities of young people in the current era. There are more than 1.6 million pieces of content on Instagram and more than 270 thousand pieces of content on YouTube which use the hashtag ‘Kids Jaman Now’. Through these contents, young people are perceived as a narcissistic, individualistic generation with a setback in moral values. This study uses reception analysis by conducting in depth interviews on a number of millennial generation informants who consume ‘Kids Jaman Now’ contents to find out how they interpret the content. This study aims to show that young people who use social media are not consumers who receive messages passively; they have critical power towards the content they consume as digital natives who have better literacy than previous generations. The millennial generation has three different acceptances of this phenomenon. The first considers the content of ‘Kids Jaman Now’ to represent a narcissistic, individualistic, and deteriorating moral values generation. The second considers ‘Kids Jaman Now’ content as creativity for young people who entertain others and master digital communication technology.</em></p>


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