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C U R R E N T I S S U E S

Planning for Neomillennial


Learning Styles
Shifts in students’ learning style will prompt a shift to active construction
of knowledge through mediated immersion
By Chris Dede

R
apid advances in information
technology are reshaping the
learning styles of many stu-
dents in higher education. The stan-
dard “world to the desktop” interface
is now complemented by
■ multiuser virtual environments in
which people’s avatars interact with
each other, computer-based agents,
and digital artifacts in a simulated
context; and
■ augmented realities in which mobile
wireless devices infuse overlays of
digital data on physical real-world
settings.
Higher education institutions can prosper
by using these emerging technologies
to deliver instruction matched to the
increasingly “neomillennial” learning
styles of their students. Based on accommodate neomillennial learning incomplete and collectively inconsis-
“mediated immersion,” these emerging styles to continue teaching effectively as tent. This induces learning based on
learning styles include: the nature of students evolves. Beyond seeking, sieving, and synthesizing,
■ Fluency in multiple media and in this professional development, to ful- rather than on assimilating a single
simulation-based virtual settings fill their students’ evolving needs and “validated” source of knowledge as
■ Communal learning involving interests, colleges and universities must from books, television, or a professor’s
diverse, tacit, situated experience, reconsider their investments in physical lectures.
with knowledge distributed across a plant, technology infrastructure, and Also, digital media and interfaces
community and a context as well as research. Further, in the long run the encourage multitasking: my teenage
within an individual mission and structure of higher educa- daughter “does her homework” by
■ A balance among experiential learn- tion might alter due to the effect on simultaneously reading her textbook,
ing, guided mentoring, and collective civilization of these new interactive listening to her MP3 player, receiving
reflection media. and sending e-mail, utilizing her Web
■ Expression through nonlinear, asso- browser, and dialoguing with six of
ciational webs of representations Millennial Learning Styles her classmates via instant messaging.
■ Co-design of learning experiences A variety of authors have discussed Whether multitasking results in a super-
personalized to individual needs and the influence of media such as the ficial, easily distracted style of gaining
preferences World Wide Web on students’ learning information or a sophisticated form
Many faculty will find such a shift styles.1 For example, by its nature the of synthesizing new insights depends
in instruction difficult, but through Web rewards comparison of multiple on the ways in which this learning
professional development they can sources of information, individually strategy is used. Certainly, above some

Number 1 2005 • E D U C A U S E Q U A R T E R LY 7
threshold, this strategy results in cogni- aspect of life. For example, Rheingold
tive overload and concomitant loss of depicted a future based on distributed
effectiveness.
The growing prevalence networks of information, communica-
Another illustration is “Napsterism”— of interfaces to tion, and activity—as contrasted to the
the recombining of others’ designs to historic pattern of lifestyles centered
individual, personally tailored configu- virtual environments and on face-to-face groups interacting with
rations.2 This is evident in how people augmented realities is local resources. In a world composed
of all ages have shifted from purchas- of these high-end users with access to
ing music prepackaged into albums to beginning to these new products and services, the
mixing/tailoring their own sequences following types of experiences would
foster neomillennial
of artists and songs. Business increas- affect people’s lifestyles:
ingly caters to and reinforces this shift learning styles. ■ Mobile wireless devices (MWDs)—
by data-mining the choices individu- such as gaming devices, cell phones,
als make, then providing customized digital music players, personal digital
services based on patterns of individual tual environment (MUVE) interfaces, assistants—would access media that
characteristics and behaviors (for exam- in which participants’ avatars inter- are virtually connected to locations
ple, a person who buys dog food at the act with computer-based agents and (such as street signs linked to online
supermarket will receive unsought mail digital artifacts in virtual contexts. maps), objects (such as books linked
relating to pet care). The initial stages of studies on shared to online reviews), and services (such
Increasingly, people want educational virtual environments are character- as restaurants linked to ratings by
products and services tailored to their ized by advances in Internet games their customers).
individual needs rather than one-size- and work in virtual reality. ■ MWDs would access every type of
fits-all courses of fixed length, content, ■ Interfaces for ubiquitous comput- data service anywhere (banking and
and pedagogy. Whether this individ- ing, in which mobile wireless devices stock market information, weather,
ualization of educational products is infuse virtual resources as we move tickets and reservations, transport
effective depends both on the insight through the real world. The early schedules).
with which learners assess their needs stages of augmented reality interfaces ■ MWDs would locate strangers nearby
and desires and on the degree to which are characterized by research on the who have identified themselves as
institutions provide quality customized role of smart objects and intelligent having common interests (people
services rather than Frankenstein-like contexts in learning and doing. interested in dating and matched on
mixtures of learning modules. The millennial learning styles dis- desired attributes, friends of friends,
Overall, the Internet-based learning cussed above stem primarily from fellow gamers, or fans of a certain
styles ascribed to “Millennial” students the world-to-the-desktop interface. team, actor, or author).
—those born after 1982—increasingly However, the growing prevalence of ■ Rather than having core identities
apply for many people across a wide interfaces to virtual environments and defined through a primarily local
range of ages, driven by the tools and augmented realities is beginning to fos- set of roles and relationships, people
media they use every day. As comput- ter neomillennial learning styles. The would express varied aspects of their
ers and telecommunications continue crucial factor leading to the augmenta- multifaceted identities through alter-
to evolve, what new forms of neomil- tion of millennial learning styles with nate extended experiences in distrib-
lennial learning styles might emerging neomillennial characteristics is that uted virtual environments and aug-
media enable, and how can higher edu- the world-to-the-desktop interface is mented realities.
cation prepare for this shift? not psychologically immersive, while Rheingold painted a largely positive
virtual environments and augmented picture of this “social revolution,”
How Emerging Media Foster realities induce a strong sense of virtual while articulating some concerns
Psychological Immersion “presence.” This immersion in virtual about privacy, quality of life, and loss
Over the next decade, three comple- environments and augmented reali- of humanity.
mentary interfaces to information tech- ties shapes participants’ learning styles The technology infrastructure neces-
nology will shape how people learn3: beyond what using sophisticated com- sary for these lifestyles is emerging. As
■ The familiar “world to the desktop” puters and telecommunications has Baker and Green6 noted, one-third of
interface, providing access to distant fostered thus far. This shift has multiple U.S. households now have broadband
experts and archives and enabling col- implications for higher education. access to the Internet. In the past three
laborations, mentoring relationships, Prognosticators such as Howard Rhe- years, 14 million U.S. families have
and virtual communities of practice. ingold4 and William Mitchell5 specu- linked their computers with wireless
This interface is evolving through ini- lated about the impacts of mediated home networks. Some 55 percent of
tiatives such as Internet2. immersion on individuals and civiliza- Americans now carry cell phones, and
■ “Alice-in-Wonderland” multiuser vir- tion as new digital media pervade every the first data services—radio, photos,

8 E D U C A U S E Q U A R T E R LY • Number 1 2005
and short video clips—are starting to Players of all ages are involved in MUVEs designed for young people,
take off. many different MMOGs and in ancillary such as Quest Atlantis (http://atlantis.
One attribute that makes mediated activities such as fan fiction Web sites, crlt.indiana.edu/start/index.html) and
immersion different and powerful from where people enamored with a particu- Whyville (http://www.whyville.net),
an educational perspective is the abil- lar game or book can add to its genre are also assessing how immersive virtual
ity to access information resources and with their own writing.8 (These fan environments influence participants’
psychosocial community distributed fiction archives are substantial; Black learning styles.10
across distance and time, broadening documented a multi-fandom archive
and deepening experience. A second that contains hundreds of thousands Immersion in Educational
important attribute is the ability to cre- of works of original fan fiction, includ- Augmented Realities
ate interactions and activities in medi- ing more than 20,000 Final Fantasy An emerging interface that comple-
ated experience not possible in the real videogame-related fictions and approxi- ments the Alice-in-Wonderland immer-
world, such as teleporting within a vir- mately 127,000 Harry Potter–based sion of MUVEs is augmented reality via
tual environment, enabling a distant texts.) While the content of these games ubiquitous computing, in which MWDs
person to see a real-time image of your and activities often does not lead to immerse participants in virtual resources
local environment, or interacting with knowledge useful in the real world, rich as they move through the real world. As
a (simulated) chemical spill in a busy types of learning and identity formation one example, Hsi and her colleagues
public setting. Both of these attributes do take place in these environments, have developed a device called eXspot
are actualized in the Alice-in-Wonder- fostering neomillennial learning styles to support, record, and extend exhibit-
land interface. based on characteristics of immersive based, informal science learning at the
mediated interaction. Exploratorium, an interactive hands-on
Immersion in Educational My research on MUVEs crafted for museum of art, science, and perception
Virtual Environments educating young people about higher in San Francisco.11 eXspot participants
Most students now using MUVEs order inquiry skills illustrates this. visiting the Exploratorium carry a card
do so in the context of gaming. As With National Science Foundation with a radio frequency interference
Steinkuehler7 noted: funding, my colleagues and I are cre- device (RFID) tag embedded. Visitors can
Massively multiplayer online ating and studying graphical MUVEs swipe the card on a RFID reader at the
games (MMOGs) are highly that use digitized museum resources exhibit they are viewing. For example,
graphical 2- or 3-D videogames to enhance middle school students’ participants later can view a museum-
played online, allowing motivation and learning about science generated personal Web page listing the
individuals, through their self- and society (http://muve.gse.harvard. dates they visited the museum and the
created digital characters or edu/muvees2003/). Our goal is to pro- specific exhibits “swiped” that day. Per-
“avatars,” to interact not only with mote learning for all students, particu- sonal photos taken at the exhibits and
the gaming software (the designed larly unengaged or low-performing online content about exhibits are also
environment of the game and the students. available. Research shows that many
computer-controlled characters The River City MUVE is centered participants value this functionality and
within it) but with other players’ on skills of hypothesis formation and choose to access the Web page after leav-
avatars as well. These virtual worlds experimental design, as well as on con- ing the museum.
are persistent social and material tent related to national standards and As another illustration of ubiquitous
worlds, loosely structured by assessments in biology and ecology. We computing for learning, Klopfer and his
open-ended (fantasy) narratives, are demonstrating how students can colleagues12 are developing augmented
where players are largely free to gain this knowledge through immersive reality simulations that embed students
do as they please—slay ogres, simulations, interactive virtual museum inside lifelike problem-solving situa-
[be]siege castles, barter goods in exhibits, and “participatory” histori- tions. The goal is to help them under-
town, or shake the fruit out of cal situations. Students learn to behave stand complex scientific and social
trees…. Thanks to out-of-game as scientists while they collaboratively dynamics (http://education.mit.edu/
trading of in-game items, Norrath, identify problems through observation ar). Participants in these distributed sim-
the virtual setting of the MMOG and inference, form and test hypoth- ulations use location-aware handheld
EverQuest, is the seventy-seventh eses, and deduce evidence-based conclu- computers (with Global Positioning Sys-
largest economy in the real world, sions about underlying causes. tem [GPS] technology), allowing them
with a GNP per capita between We are now conducting large-scale to physically move throughout a real
that of Russia and Bulgaria. studies to assess the strengths and limits location while collecting place-depen-
One platinum piece, the unit of of this educational approach, in particu- dent simulated field data, interviewing
currency in Norrath, trades on real- lar how MUVEs accommodate students’ virtual characters, and collaboratively
world exchange markets higher learning styles.9 Researchers at other investigating simulated scenarios. The
than both the Yen and the Lira. organizations that study educational “Environmental Detectives” augmented

Number 1 2005 • E D U C A U S E Q U A R T E R LY 9
reality simulation, for example, engages styles in valuing bicentric, immersive tutions will not need to tailor space
high school and university students in frames of reference that begin with to particular purposes (such as library
a real-world environmental consulting direct participation, then infuse reading rooms). Virtual simulations will
scenario not possible to implement in guidance. complement equipment-based science
a classroom setting.13 Students role-play labs.
environmental scientists investigating ■ Expression through nonlinear, asso-
a rash of health concerns on the MIT ciational webs of representations Smart Objects and Intelligent
campus linked to the release of toxins rather than linear “stories” (for Contexts
in the water supply. example, authoring a simulation At present, objects and contexts are
Klopfer and I plan to initiate studies and a Web page to express under- inert, with information available only
on how immersion in MUVEs comple- standing, rather than a paper) via signage. Also, physical presence
ments that in augmented realities and This goes beyond millennial learning on campus is the only way of “being
how each type of learning accommo- styles in using representations there.” In the future, MWDs will enable
dates participants’ learning styles. involving richly associated, situated the connection of information to loca-
simulations rather than branching, tions (such as campus buildings linked
Neomillennial Learning but largely hierarchical, multimedia. to online maps) and objects (such as
Styles and Mediated textbooks linked to course ratings by
Immersion ■ Co-design of learning experiences students). In addition, immersive vir-
What neomillennial learning styles personalized to individual needs and tual environments will provide replicas
might these media-based lifestyle shifts preferences of distant physical settings.
induce? Research on educational MUVEs This goes beyond millennial learning
and augmented realities suggests that styles, which emphasize selecting a Social Groupings, Collaboration,
the following may emerge as cross-age pre-customized variant from a range and Identity
learning styles13: of services offered. At present, social groupings
depend on co-presence in physical
■ Fluency in multiple media, valuing Mediated immersion likely has other space (roommates, classmates). Col-
each for the types of communication, influences on learning style yet to be dis- laboration depends on shared physi-
activities, experiences, and expres- covered, but these initial findings have cal presence or cumbersome virtual
sions it empowers14 a variety of implications for strategic mechanisms. In the future, students
This goes beyond millennial learning planning, investment, and professional will participate in far-flung, loosely
styles, which center on working within development in higher education. bounded virtual communities (inde-
a single medium best suited to one’s pendent of cohabitation, common
style and preferences. Implications for Strategic course schedules, or enrollment at a
Investments particular campus). Interoperability,
■ Learning based on collectively seek- Each section below presents ideas open content, and open source will
ing, sieving, and synthesizing experi- about how the emergence of neomil- enable seamless information sharing,
ences rather than individually locat- lennial learning styles might influence collaborative virtual manipulation of
ing and absorbing information from various aspects of higher education. tools and media, facile shared author-
a single best source Emphasis is placed on implications for ing and design, and collective critiqu-
This goes beyond millennial learning strategic investments in physical plant, ing. Virtual identity will be unfettered
styles in preferring communal learning technology infrastructure, and profes- by physical attributes such as gender,
in diverse, tacit, situated experiences sional development. race, or disabilities.
over solo integration of divergent,
explicit information sources and in Location and Physical Instruction and Assessment
valuing knowledge distributed across Infrastructure How might these shifts affect instruc-
a community and a context as well as At present, locations and physical tion and assessment? At present, too
within an individual. infrastructures are configured to accom- often instructors design and deliver
plish specialized forms of activity (dorm “one size fits all” content, pedagogy,
■ Active learning based on experience room, classroom, student center, library, and assessment, with students serving
(real and simulated) that includes fre- computer lab). In the future, wearable as passive recipients. Student products
quent opportunities for reflection (for devices and universal wireless cover- are generally tests or papers; grading
example, infusing experiences in the age mean that access, information, and centers on individual performance; and
Virtual University simulation [http:// computational power will no longer be learners provide only summative feed-
www.virtual-u.org/] in a course on tied to physical space (such as a com- back on instructional effectiveness. In
university leadership) puter lab). Students will distribute many the future, student products will often
This goes beyond millennial learning activities across space and time, so insti- involve products based on new forms

10 E D U C A U S E Q U A R T E R LY • Number 1 2005
of media (authoring a simulation and dominated by lecture rooms, librar-
a Web page to express understanding In the long run, the ies, and labs, with learning centered
of an internship, for example, rather in fixed time blocks? I suspect instead
than authoring a paper that synthe- mission and structure we would design colleges and universi-
sizes expert opinions). Peer-developed ties to distribute their activities broadly
of higher education
and peer-rated forms of assessment will across geography and time, focusing
complement faculty grading and will might change due to the on active construction of knowledge
often be based on individual accom- rather than assimilative incorporation
plishment in a team performance con- influence of these new of information. We now have the tech-
text. Frequent learner-initiated assess- interactive media. nological infrastructure to facilitate a
ments will provide formative feedback reinvention of our historic approach,
on instructional effectiveness. as well as promising models from many
other sectors of civilization that have
Coming Soon Four implications are also apparent already reinvented their missions and
These ideas are admittedly specula- for investments in professional devel- organizational structures based on the
tive rather than based on extensive opment. Faculty will increasingly need capabilities of information technology.
evidence. The technologies discussed capabilities in: Hopefully, the changes in student learn-
are emerging rather than mature, so ■ Co-design: Developing learning expe- ing styles from the infusion of media in
their final form and their influences on riences students can personalize our societal context will inspire us to
users are not fully understood. However, ■ Co-instruction: Utilizing knowledge reinvent as well.
anticipating the effects of shifts in stu- sharing among students as a major Widespread discussion among mem-
dents’ learning styles is important, and source of content and pedagogy bers of the academy about the shifts in
the ideas above may serve to begin a ■ Guided learning-by-doing pedagogies: learning style delineated above is impor-
dialogue about implications. Infusing case-based participatory sim- tant, whether those involved agree with
ulations into presentational/assimila- my conclusions or not. To the extent
Next Steps tive instruction that these ideas about neomillennial
If one accepts much of the analysis ■ Assessment beyond tests and papers: learning styles are accurate, campuses
above, four implications are apparent Evaluating collaborative, nonlinear, that make strategic investments in
for investments in physical and tech- associational webs of representa- physical plant, technical infrastructure,
nological infrastructure: tions; utilizing peer-developed and and professional development along the
■ Wireless everywhere: Provide total cov- peer-rated forms of assessment; using dimensions suggested will gain a con-
erage of the campus; subsidize uni- student-initiated assessments to pro- siderable competitive advantage in both
form MWDs offering convergence vide formative feedback on faculty recruiting top students and teaching
of media (phone, PDA, gaming, effectiveness them effectively. e
Internet). Some of these shifts are controver-
■ Multipurpose habitats: Create layered/ sial for many faculty, and all involve Endnotes
blended/personalizable places rather “unlearning” almost unconscious 1. D. Tapscott, Growing Up Digital: The Rise
of the Net Generation (New York: McGraw-
than specialized locations (such as beliefs, assumptions, and values about
Hill, 1998); N. Howe and W. Strauss, Mil-
computer labs). the nature of teaching, learning, and lennials Rising: The Next Great Generation
■ Augmented reality: Experiment with the academy. In addition to mastering (New York: Vintage, 2000); D. Oblinger,
smart objects and intelligent con- the intellectual/technical dimensions “Understanding the New Students:
texts (via GPS and RFID tags and involved, professional development Boomers, Gen-Xers, Millennials,” EDU-
CAUSE Review, Vol. 38, No. 4, July/August
transceivers). that requires unlearning necessitates
2003, pp. 37–47.
■ Mirroring: Experiment with vir- high levels of emotional/social sup-
2. W. J. Mitchell, Me ++: The Cyborg Self and
tual environments that replicate port. As the nature of students alters, the Networked City (Cambridge, Mass.:
physical settings but also provide instructors must themselves experience MIT Press, 2003).
“magical” capabilities for immer- mediated immersion and develop neo- 3. C. Dede, “Vignettes About the Future
sive experience. millennial learning styles to continue of Learning Technologies,” in 2020
This is not to imply that campuses effective teaching. Visions: Transforming Education and Train-
ing Through Advanced Technologies (Wash-
should immediately undertake massive In the long run, the mission and
ington, D.C.: U.S. Department of Com-
shifts toward these four themes, but structure of higher education might merce, 2002, pp. 18–25).
rather to suggest that students of all change due to the influence of these 4. H. Rheingold, Smart Mobs: The Next Social
ages with increasingly neomillennial new interactive media. If civilization Revolution (Cambridge, Mass.: Basic,
learning styles will be drawn to col- were to invent higher education today, 2002).
leges and universities that have these rather than centuries ago, would we 5. Mitchell, op. cit.
capabilities. create campuses as they now exist, 6. S. Baker and H. Green, “Big Bang!:

Number 1 2005 • E D U C A U S E Q U A R T E R LY 11
Digital Convergence Is Finally Happen- Transceiver for Recording and Extend-
ing,” Business Week, June 21, 2004, <http:// ing Museum Visits,” Proceedings of Ubi-
www.businessweek.com/magazine/ Comp, 2004 (to be published).
content/04_25/b3888601.htm>. 12. E. Klopfer and K. Squire, “Environmen-
7. C. Steinkuehler, “Learning in Massively tal Detectives—The Development of an
Multi-Player Online Games,” Proceedings Augmented Reality Platform for Environ-
of the Sixth International Conference on mental Simulations,” Educational Technol-
Learning Sciences (Mahweh, N.J.: Law- ogy Research and Development (in press).
rence Erlbaum, 2004, pp. 521–528). 13. C. Dede, “Enabling Distributed Learning
8. R. Black, “Access and Affiliation: The Lit- Communities via Emerging Technolo-
eracy and Composition Practices of Eng- gies,” THE Journal, Part One in Vol. 32,
lish Language Learners in an Online Fan- No. 2, September 2004, pp. 12–22; Part
fiction Community,” paper presented Two in Vol. 32, No. 3, October 2004, pp.
at the 2004 National Conference of the 16–26.
American Educational Research Associ- 14. C. Dede, P. Whitehouse, and T. Brown-
ation, San Diego. L’Bahy, “Designing and Studying Learn-
9. C. Dede et al., “Design-Based Research ing Experiences That Use Multiple Inter-
Strategies for Studying Situated Learning active Media to Bridge Distance and
in a Multi-User Virtual Environment,” Time,” in Current Perspectives on Applied
Proceedings of the Sixth International Con- Information Technologies, Vol. 1: Distance
ference on the Learning Sciences (Mahweh, Education, C. Vrasidas and G. Glass, eds.
N.J.: Lawrence Erlbaum, 2004, pp. 158– (Greenwich, Conn.: Information Age
165). Press, 2002, pp. 1–30).
10. S. Barab et al., “Making Learning Fun:
Quest Atlantis, a Game Without Guns,”
Educational Technology Research and Devel-
opment (in press); C. Dede and M. Pal- Chris Dede (Chris_Dede@harvard.edu) is
ombo, “Virtual Worlds for Learning,” Timothyh Professor of Learning Technologies
Threshold, Summer 2004, pp. 16–20. at the Harvard Graduate School of Education
11. S. Hsi et al., “eXspot: A Wireless RFID in Cambridge, Massachusetts.

12 E D U C A U S E Q U A R T E R LY • Number 1 2005

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