A few days ago I wrote about some popular apps within the educational space and I’d now like to focus more on some of the current (technology) trends within the “EdTech” space:
- Shift from ‘asset based learning’ to ‘continuous learning’ – We’re already seeing a shift away from the traditional educational model – where learning happens through courses or certificates and has a defined endpoint. John Seely Brown, in a talk called Cultivating the Entrepreneurial Learner in the 21st Century describes this traditional model as an ‘asset-based’ approach. Instead, we’re starting to treat learning as a lifelong process consisting of deliberate practices aimed at constantly getting better. I can imagine that this will have a significant impact on educational technology. For example, learning might become more of a ‘playful’ activity and something which is ‘consumed’ much more on ‘pick and mix’ basis rather than the more linear approach that we’re used to.
- Subscription learning – Some trend watchers have been predicting a model where for example universities do much more than just providing you with academic content. It’s about creating a “full stack” model whereby the education provider becomes a school, recruiter, a lender and an employer, all merged into one. This could mean that students have a lifelong relationship with their university, coming back to it as their career and their professional skills evolve.
- Combining adaptive learning and competency based learning – The combination of a student picking up some specific competencies (‘competency based learning’) at a pace and in a format tailored to the individual (‘adaptive learning’) is something that technology can well facilitate. I believe this will be one of the biggest trends to watch in the EdTech space over the coming years. As a simple example, I’m currently doing a UX Design course online where I can work through the modules at my own pace and go over specific aspects with my tutor, who I Skype with once a week.
- Gamification in education – Gamification, as the concept around motivation and rewards, will continue to have an impact on education. The channel through which you access the educational content becomes secondary, it’s all about the ways in which people the subject matter is presented to people and how hooked they become. As a result, learning effectively becomes an ongoing habit (see my point about ‘continuous learning’ above). A good example is Lifesaver which is a prize winning campaign that combines interactivity, live-action film footage and time based decision making activities to teach CPR on your tablet, smartphone or computer.
- Enable ‘flipped learning’ – Flipped learning is an approach whereby students watch lectures and read related content online, and then go to a physical classroom to do their homework, under the personal instruction and guidance of teachers. The underlying idea here is that it will increase student engagement levels, both in and out of class.
- Bring Your Own Device – The ‘BOYD’ approach builds on the reality that a lot of students already bring their own devices to school and use them for their own needs. Rather than trying to constrain the educational approach and content to a single device or operating system, the idea here is that the content should be device agnostic. I’m sure that over time the technology will get better at ironing out scalability, security and compatibility issues, but BOYD taps into the reality of students having their preferred devices and ways of working.
Main learning point: It feels like there’s a lot of opportunity for innovation and transformation within the educational space. It will be interesting to see at what pace this change will take place and its impact on our education.
Image taken from: http://www.videojeeves.com/blog/e-learning-for-kids/
Related links for further learning: