Learning on video and with games is a reality in Generation Z, says Pearson

These are some of the conclusions brought by the largest education company in the world in a survey of North American students aged between 10 and 23 years.

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Known as the generation that was born fully integrated into the digital world and consolidating itself in making behaviors a reality, children and young people from Generation Z already defined the electronic games and video channels with tools of the learning routine. About 47% of these young people between 10 and 23 years old prefer to study through apps, YouTube and games.

This is what the research shows. Gen Z Expectations performed by Pearson, a leading global learning company. The study, carried out in the United States, listened to thousands of people to understand how these digital natives consume content. According to the survey, they still believe that technology is transformative (59%), which will change the way universities learn, as well as improve the overall learning experience (54%).

The North American study, as young people of this generation would say, “has a match” with analyzes by representatives of generation Z in Brazil, carried out by the Mckinsey consultancy. Around here, the group also likes to acquire knowledge online and learn a little bit of everything on video platforms.

“These trends were already observed by brands and now, more than ever, they have become a reality. This generation is used to consuming content and developing skills in new and different ways, always expecting them to be placed at the center of the teaching-learning process, as protagonists. It is necessary to understand that the book as the only carrier of knowledge is not part of the broad repertoire of Generation Z and that their preferred sources of information are more digital and interactive content”, he explains. Juliano Costa, vice president of Pearson LATAM Educational Products.

In Brazil, where the British multinational owns brands such as Wizard by Pearson, Yázigi and skill, this revolution has already taken place. Pearson has developed a number of solutions to keep up with trends and meet the needs of students. The Bibot virtual library, for example, has gamification and interactivity resources.

At Wizard by Pearson, Wizard On emerged to meet a pandemic need that is not restricted to online classes. The world's largest language network solution offers students a virtual 100% school, with interactive classes, live teachers and Wiz.me, an online assistant that accompanies the student 24 hours a day, complementing their learning with tips, quizzes and resources. of gamification.

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