Educational process of the past is different from the system which is being implemented at the present time. The reason for this is the change of the set of requirements to the range of skills and competences that future employees should possess. The article compares two generation groups, Generation Z ['Others') and Generation Y ('Millenials'). It explains what difficulties they might have while communicating together. The paper gives grounding for hypertextual perception of reality and `nomophobia' that are characteristic features of Generation Z. The article explains why the youth are responsive on gamification and mind mapping technologies; what problems they have with time management and reading skills and why it is important to implement hands-on technologies into the teaching process.