Title: steve jones
1 2- Generation Communication
- College Students, the Internet, Gaming Learning
- Steve Jones, Ph.D.
- Senior Research Fellow, Pew Internet
American Life Project - Professor of Communication, University of
Illinois at Chicago - Research Associate, Electronic Visualization
Laboratory - Adjunct Research Professor of Communication,
University of Illinois at Urbana-Champaign
3GenComm
- Overview
- Background
- What we know about todays students, their
internet use, and gaming - What it means - implications
- Q A
4Background - Computing
- First computing experience mid-1970s Digital PDP
8/e
5Background - Computing
- UIUC late-1970s mainframes, punch cards paper
tape
6I was using Plato
But not this Plato...
7PLATO IV at UIUC
- And, games were a big part of my student life
8PLATO
- PLATO (Programmed Logic for Automatic Teaching
Operations) invented by Prof. Don Bitzer,
University of Illinois at Urbana - Champaign,
early 1960s - What were some other features?
- Talkomatic Term-Talk one-to-one chat
- Notes evolved into Personal Notes (think Usenet)
and Group Notes (think Lotus Notes) - Multiplayer games
- A lot of talking about music
- Plus ça change, plus cest la net?
9Space War on PLATO
- Space War, Empire, Airfight, Freecell
10Background - Pew Internet American Life Project
- Dedicated to examining the Internet's role in
everyday life in the U.S. - Funded by the Pew Charitable Trusts
- January 2000 - December 2005and beyond?
- Core research is a daily tracking survey, RDD,
nationwide sample, asking about Internet use
11Background - GenComm
- Paper survey distributed in 2002 to students at
27 higher ed. institutions in U.S. - 1,162
surveys returned. - Online survey randomly distributed in May 2004 to
college instructors at institutions of higher
education across the United States - 2,316
respondents. - Online survey randomly distributed among college
students at 25 U.S higher ed. institutions in
Spring 2005. - Observations and interviews conducted at 10
universities.
12Background - GenComm
- Our goals were largely descriptive
- Market research tends to focus on adoption and
revenue and is largely predictive. - Social science research tends to focus on
potential social problem areas, such as
addiction, social isolation, emerging violence
and aggression primarily in children 18 years and
younger, outcomes. - Studies dealing with everyday use and the
integration of internet and gaming in young
peoples social lives are still neglected.
13What We Know - The Internet Goes to College
14What We Know - The Internet Goes to College
15What We Know - The Internet Goes to College
16What We Know - The Internet Goes to College
17What We Know - The Internet Goes to College
18What We Know - The Internet Goes to College
19What We Know - The Internet Goes to College
- The Internet is a social technology for college
students, but it is not the only one - Two-thirds (69) of college students said they
are more likely to use the phone than the
Internet to communicate socially, even though 85
of college students consider the Internet to be
an easy and convenient choice for communicating
with friends - Cell phone use while being online is prevalent
- 61 of 18 - 24 year olds own a cell phone (and
the number is rising)
20What We Know - The Internet Goes to College
21What We Know - The Internet Goes to College
22What We Know - The Internet Goes to College
- Has plagiarism increased in your students work
since the internets spread? - Yes - 44
- No - 23
- Undecided - 33
23What We Know - The Internet Goes to College
- Do you use the Internet to check for plagiarism?
- Yes - 74
- No - 26
24What We Know - The Internet Goes to College
- Faculty comments
- Confusion reigns about the difference between
academic sources and internet blog or junk
sources. Im amazed at how little students seem
to know about how best to research via the
internet. - It is a mixed blessing for student research that
the internet provides, as both a great resource
and an unfortunate substitute for sustained
research and inquiry.
25What We Know - The Internet Goes to College
- Most faculty computer use is split between home
(51) and work (49). - Slightly more student computer use (59) takes
place at home. - For checking email 93 of college students,and
92 of college faculty, reported using their home
computers the most. - Observations in campus computer labs showed that,
while often crowded, students do not spend a
great deal of time in them.
26What We Know - The Internet Goes to College
- Mobility (wi-fi, laptops) becoming more common.
- 17 of faculty reported using wi-fi, laptops
- Public spaces can quickly become public computer
labs, for long periods of time. - Students often sit and work together in such
spaces. - But as in other public areas generally segregate
by race, ethnicity and/or gender.
27What We Know - The Internet Goes to College
- Weblogs, or blogs, increasingly common among
faculty and students. - Multi-tasking very common.
- Downloading and file sharing continue.
- 60 of college students said they had done it,
compared with 28 of all Internet users in the
U.S.
28What We Know - The Internet Goes to College
- Student and faculty library use has decreased as
time spent in the library ...but - Library use has increased as access to materials.
29Background - The Gaming Landscape
- Three categories of games (not mutually
exclusive) - Video games (e.g., those requiring consoles and
television sets, like Nintendo, Sega, Xbox, etc.) - Computer games (e.g., those that require a PC
only) - Online games (those that require an Internet
connection, typically for multiplayer
interaction).
30What We Know - The Gaming Landscape
- 70 of students surveyed reported playing video,
computer or online games at least once in a
while. - 65 of students reported being regular or
occasional game players. - All of those surveyed reported to have played a
video, computer or online game at one time or
another.
31What We Know - The Gaming Landscape
- Of the 27 of college students who said they do
not occasionally or regularly play video,
computer, or Internet games at all the primary
reasons for not playing - 20 cited lack of interest
- 13 cited waste of time
- Only 2 cited a lack of electronic gaming
resources - Only .5 cited unfamiliarity with games
32What We Know - The Gaming Landscape
- More women than men reported playing computer and
online games - Approximately 60 women compared to 40 men
- About the same number of men and women reported
playing video games
33What We Know - The Gaming Landscape
- Computer games hold a slight edge in popularity
34What We Know - The Gaming Landscape
- Computer games also have an edge over video games
and online games in time used - 27 reported playing video games at least once a
week. - 31 reported playing online games at least once a
week. - 37 reported playing computer games at least once
a week. - Daily, twice as many college students play an
online (14) or a computer (13) game as play a
video game (6). - Nearly half (45) of college students reported
going online just to play or download games.
35What We Know - The Gaming Landscape
36What We Know - The Gaming Landscape
- Began playing at an early age
37What We Know - The Gaming Landscape
38What We Know - The Gaming Landscape
- Does it impact their academic lives?
- 66 said gaming had no influence on their
academic performance. - However, on another question 48 agreed that
gaming keeps them from studying some or a
lot. - 9 said their main motivation for playing games
was to avoid studying. - College student gamers reported hours studying
per week match those reported by college students
in general - 62 study for classes no more than 7 hours per
week, and 15 study 12 or more hours per week.
39What We Know - The Gaming Landscape
- What about their experiences using games for
learning? - 69 reported having no exposure to video,
computer, or Internet gaming in the classroom for
educational purposes. - 32 of students surveyed admitted playing games
that were not part of the instructional
activities during classes.
40What We Know - The Gaming Landscape
- What do video gamers want in a game?
- 23 - realistic graphics
- 22 - excitement
- 15 - interactivity (15) third in importance
- What types of games do video gamers favor?
- 26 - racing
- 17 - role-playing/adventure
- 16 - arcade games
- Card games were the predominant interest of both
computer and online gamers.
41Implications
42What It Means - Implications
- Students and faculty expect near-ubiquitous
Internet access. - Even in class, at events, concerts, dining,
recreation and leisure areas. - Faculty are coming to expect this as well.
- They also expect high speed access.
43What It Means - Implications
- Increasing habit of using the most convenient
computer, the one at hand. - Mixing of work and social activity online.
- Mirrored by blurring of boundaries between work
and home, work and leisure. - A pre-internet problem for academics?
44What It Means - Implications
- Issues apparent with the spread of cell phones,
such as etiquette and distraction, are likely to
emerge as students are able to access the
Internet anywhere, including in classrooms. - Students and teachers would benefit from tools
for presence and awareness.
45What It Means - Implications
- Non-tech infrastructure needs better integration
with faculty, student work. Professional
development - Increasing expectations of technology use.
- Students critical of profs who dont use tech,
but more critical of those who use it badly. - Collaboration and interdisciplinarity will
continue to increase in part due to Internet use.
46What It Means - Implications
- The Web in particular has become an information
cornerstone for students and faculty. - Might there be consequences?
47What It Means - Implications
48Implications - The Gaming Landscape
- Perhaps the most important trend spotted is the
integration of gaming into other activities. - Take time between classes to play a game.
- Play a game while visiting with friends or
instant messaging. - Play games as a brief distraction from writing
papers or doing other work. - Play games when bored (regardless of setting).
49Implications for Learning - The Gaming Landscape
- Age
- of students.
- of teachers/faculty.
- Are we at a verge?
- Is there a gaming divide?
- Higher family incomes correlate to higher
likelihood of gaming. - But, race does not seem to be a factor in gaming.
50The Future Gaming/Learning Landscape
- VICI
- Visualization
- Interaction
- Collaboration
- Immersion
- What might it look like?
51The CAVE
52The CAVE
53Immersadesk
54GeoWall, Autostereo Beyond
55An Example of an IVE- Virtual Harlem
56Implications - The Gaming Landscape
- Global high-speed networks
- Culture and language
- Public support
57Questions?
58For More Information
- Websites
- http//info.comm.uic.edu/jones/
- http//www.evl.uic.edu
- http//www.pewinternet.org
- http//aoir.org
- E-mail
- sjones_at_uic.edu
Thank you!