Digital Learning

Schools today regularly use computers, internet or cloud technology to replace or enhance face to face learning.During lockdown, teachers have communicated via social media, online meetings and parent apps.They have delivered the curriculum via content management systems, intranet, web pages, podcasts and blogs and virtual reality experiences. The Lockdown has given Online Learning a huge boost

Technology ensures that content can adapt to the learner, whether it is voice recognition for students with dyslexia, or artificial intelligence that assesses knowledge and presents information via video, gamification or quizzes.

School leavers need to know about coding and robotics, 3D printing, cyber security, as well as office applications and image manipulation packages. The challenge is not the technology, but access to devices and fast reliable broadband for every school and household.

Other kinds of digital learning solutions could include existing or commercial digital assets, repurposed for education. One example of this is the Consolarium Project in Scotland, which explored the potential of using mainstream video games as educational tools, rather than ‘edutainment’ products.

Applications and Software A computer is no longer a piece of kit prized in its own right but a gateway to the cloud. The cloud has been a major game changer for digital learning. In the past schools had big servers and stored student work and student records. If it failed, then all their work was lost. Now people can access

Apps are rapidly taking over from websites, texting and email as a way for schools and nurseries to keep in touch with parents. It is free Unlike websites for parents to use and as it is a ‘push’ technology the alerts appear on the phone instead of the user having to remember to go to particular sites to find information. it is useful for day-to-day communication such as timetables, photographs of activities and for showing what the child has eaten at lunchtime to make sure that they don’t get the

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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.