In recent times there has been much talk of a ‘4th industrial revolution’, as the lines between physical and digital experiences blur more and more. What exactly is the 4th industrial revolution and what skills can edtech help learners develop?
What is the 4th industrial revolution?
It is the rapid advancement of new technologies that is building on the developments of the third industrial revolution (the advent of electronics and automated production). According to Klaus Schwab, the Founder and executive chairman of the WEF, the fourth industrial revolution ‘is characterised by a fusion of technologies that is blurring the lines between the physical, digital, and biological spheres’.
‘Gamification’ – the process of using elements of interactive game design in other applications – has become popular in education. This is for good reason. There are traits in the gamer personality that can be profitably developed in learners (traits such as perseverance and focus). Here are 5 elements of a gamified approach and how to use them in education:
1. The gamer personality
Video gamers show great drive to improve their skills and ‘master’ games. Mastering learning materials becomes attractive when elements that drive gamers to persevere are used in educational materials.
One element of a gamified approach that helps to recreate this positive element of the gamer personality is ‘unlockable’ content. Learners only gain access to materials in educational apps once they have fulfilled certain requirements and reached a certain level. This fosters the will to continue and succeed. Continue reading “5 elements of a gamified approach to use in education”
Feedback in education is two-way: Learners, through feedback, can revise and improve, but teachers benefit equally from getting feedback on learners’ progress. Learning analytics in educational technology makes it easy to identify and flag issues and provide learners with responsive, adaptive learning opportunities.
If you’re an educator, the need to create educational content can sometimes take away time from other educational and organisational roles. Curating content, rather than creating it, has become a viable way to produce engaging, stimulating educational materials that present learners with clear information pathways. What exactly do we mean, however, when we talk about ‘curating’ educational content?
Curating is selecting and arranging to add value
In Michael Bhaskar’s Curation: The Book, the author talks about ‘the power of selection in a world of excess.’ In a world where there is so much high-value content freely available online (content that is available for re-licensing), creating new material isn’t always necessary. Digital technology has resulted in information overload, too. There is so much content available that it is harder than ever to digest all the information available for a given topic.
Educational app development and publishing has grown in recent years. Gamified learning (using element of interactive game design in education) has increased. Because of this, educators have ways to gather learner data passively. Educational technology platforms help educators gain insights into individual learners’ strengths and problem areas. Here’s how to build on the valuable information learning analytics yield: