I collected a lot of data for this project. It mostly showed that this generation knew enough to get by in school, but often not much else.
I was able to observe the browsing habits of seventh graders as part of my study. While they tended to be savvy enough, they did some things that surprised me. For example, the kid I interviewed was looking up information relevant to a conversation with his friend, and he exclusively used the AI overview on Google as his source. I've seen my teachers do this before and it always irks me the wrong way, as Google's AI overview has famously been too gullible on multiple occasions (see the time it recommended eating several rocks per day).
While working on projects, they also did many time-saving actions. One kid opened all his tabs from clicking links on the Clever dashboard. Another checked the to-do list of approaching due dates on Canvas to find instructions for an assignment rather than scrolling through the modules page to find it manually. While getting image references, one student used the Wikipedia summary page on the side of Google results to find the Cincinnati Bengals logo, not even bothering to check Google Images. Near the end of class, a student asked how much time was left, even though their opened laptop had a clock.
One interesting thing I noticed was how these kids went about playing games in class. Zoomers my age love to play these on their computers, but they tend to play puzzle games, and they almost never play them in fullscreen. Meanwhile, the two kids I saw playing games were playing elaborate runner games in fullscreen - one was playing a motorbike game and the other (my interviewee) was playing geometry dash. Hilariously, the kid who was playing the former had a "performance issue alert" in his browser, which told him that it still had some games fully loaded and they were eating up his CPU. He ignored this alert.
This part is short and sweet. I interviewed Ian, who told me he only really used his personal computer to play video games. This shows one of two main use cases this generation has for a computer - gaming.
Out of the 56 responses I got, twelve children born in 2012 or later filled out my survey. This was the main group I was looking to study. Here are my findings on them:
After looking through all twelve survey responses, I graded them on a scale of one to four. One was completely unfamiliar with computers and three was familiar enough to do most tasks on a computer. Four was a high-level user experienced with niche things few would know about, and none of them scored a four.
In the end, the average score this generation got was 1.583 (1+7/12) and the median was 1. Seven got a one, three got a two, and only two got a three. There are many factors that could cause such low scores, such as age and generation alpha's proven preference towards portable devices (remember - 78% use tablets!). However, what seems pretty evident is that this generation may almost exclusively use most features of a computer in the context of school. As an interesting comparison, the average score of the seven people who were born in 2007 was 2.286 (2+2/7) and the median was 2, so yeah. Gen alpha scored pretty low!
Made by Ollie Castle, copyright 2025.