It is thrilling to observe a real change
in the attitudes of educators towards what learning should look like. While
there is no definitive right or wrong answer, the marketplace is flooded with
tips, products and techniques to help improve the learning sphere. What we have
yet to truly realize is the impact of changes and innovations that are being
implemented in the North Western hemisphere, on countries that are developing
their economy and working to educate their youth as a promise for a sustained
future.
Mobile Learning
While eliciting a fair range of differing
opinions from eLearning specialist, much to no one’s surprise, the general
consensus seems to be that while mobile learning can potentially be beneficial,
few people are actually implementing it in any respect. It is difficult to wrap
the mind around relaying content in small chunks when in a more traditional
setting; information is accessed in larger amounts and in a more conducive learning
environment.
What we must consider is how education
experts and governments are using mobile learning to address issues of
international youth education and proficiency around the world. According to
the World Wide Web Foundation, 90% of the world population has access to a
mobile telephone device, with over five billion subscribers. This is an
incredible figure to consider the implications of increasing literacy rates and
making education more accessible.
Game Learning
How is gamification relevant to learning? The
ideas that games are fun, engaging and exciting are all adjectives that are
rarely used to describe eLearning but behold- there can be a common thread!
Effective learning must provide one thing if it will at all be successful, engagement. Much of what is used to build engagement in games can also be applied to
other interactive material such as eLearning.
There is certainly the science behind the way the
brain processes and perceives what engagement is that largely affects how
successful an application can be. In order to develop engaging eLearning, the
key is to understand how learner’s brains are being rewarded and use that as an
incentive for learners to want to work on the material. It is then the
responsibility of the instructional designer and the rest of the team to work
on developing systems that learners will like. An additional application that
can be added to an eLearning program is to allow users to see how others are
responding to the material as an incentive to keep mastering the game and
therefore, the content.
This is less challenging to see being implemented
in classrooms of affluent schools across the globe however, even in classrooms
and communities that don’t have access to advanced interactive learning
materials, the same approach to engagement can be used to stimulate learners.
Consider how the methods and products we are
implementing in our own learning and training environments can be used to help
every learner in the world. Improving quality of education is a worldwide
initiative and it is imperative that we recognize the larger impacts it has on
the global community.
Genele Rose
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