I& #39;m not surprised that the nation-wide experiment in online learning isn& #39;t going well. I& #39;ve developed a lot of educational media in my career. The one thing all projects have in common is MINIMAL FUNDING.
There are lots of other common problems:
-Poor UI/UX is tolerated & perpetuated by behemoths like Blackboard.
-Everything is purpose built for a single subject, and then discarded.
-There& #39;s not enough experimentation, testing, & iteration. (goes back to funding)
-Poor UI/UX is tolerated & perpetuated by behemoths like Blackboard.
-Everything is purpose built for a single subject, and then discarded.
-There& #39;s not enough experimentation, testing, & iteration. (goes back to funding)
There& #39;s also a tendency to mimic traditional teaching & learning techniques. How often have you run into:
-Class lecture BUT IT& #39;S A VIDEO!!
-Text book BUT IT& #39;S ON A SCREEN!!
-Multiple choice BUT IT& #39;S GRADED AUTOMATICALLY
Ok, I guess that last one is helpful.
-Class lecture BUT IT& #39;S A VIDEO!!
-Text book BUT IT& #39;S ON A SCREEN!!
-Multiple choice BUT IT& #39;S GRADED AUTOMATICALLY
Ok, I guess that last one is helpful.
I& #39;ve built media using all three of those techniques. They& #39;re not inherently bad, but they& #39;re overused and limited.
In the case of video lectures, their a pale imitation of the real world. The speaker& #39;s physical presence is one of their greatest assets & is lost in video.
In the case of video lectures, their a pale imitation of the real world. The speaker& #39;s physical presence is one of their greatest assets & is lost in video.
Contrast all this with progress in video game development. It& #39;s taken decades of trial-and-error for video games to become what they are now.
Compare an e-learning lesson from 2020 to one from 2010 and I doubt you can tell the difference.
Compare an e-learning lesson from 2020 to one from 2010 and I doubt you can tell the difference.
Likewise, it will take a decade or more of increased funding, imagination, experimentation, and iteration for digital learning to become as effective as classroom learning.
That& #39;s what it takes for anything to advance.
That& #39;s what it takes for anything to advance.