Computer Learning Across Generations

Native and non-native digital users consume computing differently

 Start of ExposureExamples of first exposure (defining elec tech products)Adaption adoption of computer technologyEarly adopters
Traditionalist (80+ years old)Did not touch until their 50s or 60s, not exposed until thenNone ~prefer phone callPrefer to do it the way they know, don’t feel competent to tackle using tech, life is fine without it, get someone around them to or do out, don’t like to feel dumb 
Boomers 58 – 79 yearsDid not touch tech until 30s and 40smicrowaves, calculators, digital watches, TV remotes ~prefer phone call / OK with textDon’t like to be left behind, many will adopt some level of tech (Facebook, smartphone), if pushed (Facebook AND smart phone) they resent and resist. Many had to learn some level at basic for job (email, web browsing, etc.)Engineers,  people who like to tinker, electronic hobbyists
Gen X 42-57 yearsIntroduced to electronic tech from grade school, hands on by 20svideo games, personal computers, digital toys (Simon, Furby) ~prefer text or emailWell versed in technologies established in the 90s and 00. Comfortable with burgeoning tech but like every generation, getting lazy and tired at learning new. Many stuck in FB. Know how to ask questions.Engineers, college students, home video gamers
Millennials 26 – 41 yearsWell versed on computers starting in late grade school middle schooltheir own cell phone, email, downloading music, online games sharing with others, using business software for school—first generation to touch type and not know cursive ~prefer textTake on the attitude toward tech from their boomer or gen X parent.Influencers / entrepreneurs / hustle economy / innovators in social media
Gen Z 10 – 25 yearsUsing computers from infancyTablets, online social gaming, YouTube and other video social media ~some messaging platform-WhatsApp/Snapchat/?Because of immersion from beginning, fluid users of technology. creators of trends in usage and content2nd generation influencers, VR gamers

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