NetGen+Research+Team+9

The 8 NetGen Norms 1. Freedom- Generation Y is free to choose what they want in almost every area of life Ex. They choose their types of media and mobility, and their jobs like they choose their clothing every day. [].

2. Customization- Freedom to customize. They are able to choose their types of media and fully customize it to meet their specific needs. Ex. TV, internet browsers, avatars -everything is customizable. [].

3. Scrutiny- Everything must be authenticated. Ex. Photoshop and the internet provide an endless supply of ways for them to scrutinize everything.[].

4. Integrity- The amount of United States youth who are giving their time and resources to help others is at an “all time high” Ex. Social Justice- the cry of this generation. [].

5. Collaboration- desired in all areas, from jobs to information to life. Social networking is an outgrowth of this norm. This is creating a clash between the workforce of this generation and the norms of the generation which came before, as bosses continue to operate in the ways most natural to them, and Gen Y’ers do not know how to capitulate to a world of hierarchies. Ex. Social Networking. [].

6. Entertainment- Generation Y wants to have fun. It is not important to them how much they get paid, as long as they can have fun doing it. Products and services must entertain more than they perform their specific function Ex. A fun job like at the mall or an amusement park where they are making minimum wage. [].

7. Speed- Do no waste a Gen Y’ers time, or you will regret it. Ex. Instant information, instant gratification, instant pizza.[].

8. Innovation- Generation Y is always looking for what is new, different, or innovative. They want the world to wow them with the next big thing. Products must prove that they are dependable, but that they can improve in some areas over what came before. Ex. Game systems coming out in the market and then a few months later a newer, upgraded version comes out and they have to get it. [].

NetGen Project __Electronic Books__- Books that are electronically based and can read on the go. Ex. Kindle and Ipad. "eBook." mar. 2003 : 1. Web. 22 Feb 2011. . 

__ Mobiles Devices __ -that are used on the go for communication and that are used for certain tasks. Ex. Iphone and Android (Cell Phone) "Mobile devices." babylon, 2006. Web. < http://dictionary.babylon.com/mobile%20device/>. 

__Augmented reality__- A virtual reality that duplicates a surrounding environment using a computer. Ex. Green screen and animation in movies "Augmented reality." Webopedia, 2003. Web. . 

<span style="font-family: 'Calibri','sans-serif'; font-size: 12pt; line-height: 115%;">__Game-based learning__- A branch of serious learning that deals with certain applications that comes to a learned outcome. Ex. Driving simulator and Military training simulator. "Mathias Poulsen ." 2002. Web. <http://www.mathiaspoulsen.com/tag/definition/>.<r/ef>

<span style="font-family: 'Calibri','sans-serif'; font-size: 12pt; line-height: 115%;">__Gesture-Based Computing__- It’s a mixture of signs and computing and language to generate graphics and signs on a computer. Ex. The WII and The Xbox kinect. "Gesture Recognition." //Wikipedia//. 1. 2001. Web. <http://en.wikipedia.org/wiki/Gesture_recognition>.<r/ef>

<span style="font-family: 'Calibri','sans-serif'; font-size: 12pt; line-height: 115%;">__Learning Analytics-__ A compressed use of techniques that uses simple skill and then again complicated skill as well. Ex. Data organizing and Writing financial statements. "Predictive analytics." 1. 2001. Web. <http://en.wikipedia.org/wiki/Predictive_analytics>.<r/ef>

<span style="font-family: 'Calibri','sans-serif'; font-size: 12pt; line-height: 115%;"> Net Generation The Net Generation, Millennials, Generation Y, or Digital Natives, consists of the group of young people born between 1980 and 2000. America currently contains about 88 million members of the Net Generation. These "N-Geners" are kids who have been manipulating mouses since an early age. There is a widespread consensus among educators, marketers and policymakers that digital technologies have given rise to a new generation of students, consumers, and citizens who see the world in a different way. Growing up with the internet, it is argued, has transformed their approach to education, work and politics. While past generations made do with the telephone and television, today's generation has access to those devices and super-realistic video games, the Internet, e-mail, instant messaging, online communities, and videos and music that can be downloaded over a computer. Some can download their homework if they miss a day of school. Others have even built their own Web sites. While it's easy to take these activities for granted, this high level of interactivity is shaping the Net Generation's culture, values, and world outlook. [] []