FAQs About Digital Learning
What is blended learning?
Blended learning is often discussed in conjunction with digital learning. Most studies defining blended learning describe it as a combination of digital learning methodology (use of internet or multimedia) with ‘traditional’ face-to-face learning (eg class attendance, or access to a tutor).
What is flipped learning?
Flipped learning reverses the model of introducing learning objectives in class and assigning homework for review and reinforcement. Instead, learners are introduced to the topic at home, then explore it in more depth in class. In the Digital learning context, this could involve setting an online research goal, or simply having students check out an online video or tutorial.
What Is Assistive Technology?
In many respects, digital learning is more accessible than its analogue counterpart. For example, screen readers can make text elements audible for learners with dyslexia or visual impairments; speech-to-text software or video subtitles can aid hearing impaired learners, making the virtual classroom a more inclusive environment than the ‘real world’ alternative.
What Is Adaptive Technology?
Adaptive learning is the practice of tailoring learning experiences to individual learners, rather than taking the ‘one size fits all’ approach. An example of this might be using video game-style progression on computerised review tasks, only introducing new material when learners have a solid foundation on their current material, and deliberately targeting learners’ weaker areas for review. This approach is particularly popular using ‘flashcard’ programs for learning languages.
What Is the Difference Between Virtual and Augmented Reality?
Virtual Reality is a more fully immersive experience, simulating a fully 3D environment. These typically require an enclosed headset to complete the sensation of being in an entirely new environment. While this evokes images of Tron and other sci-fi classics, headsets are available that can connect to your phone via bluetooth.
Augmented Reality, by contrast, supplements phone screens with projected images. Some ready examples of this include ‘effects’ in video calls. It is also a popular technology for treasure-hunting games, such as Pokemon Go.