If there’s something that educationists are sure about it is the rise of e-learning in the coming years. Gone are those days when teaching & learning methods were confined within the four walls of the classroom. In today’s time and age, the education sector has become pro-change or let’s say pro-technology and wants to incorporate new mediums to study.
M-learning has certainly managed to create quite a buzz in the last one year itself! As inventor, futurist and author, Ray Kurzweil once said, “Mobile phones are misnamed. They should be called gateways to all human knowledge.” Today, we have welcomed a plethora of options (read: apps) to study, learn and play—all at the same time—while on the move!
So what’s going to trend in the field of m-learning in 2016? Let’s have a look:
Did you know that game-based learning will grow to $2.3 billion by 2017? According to Ambient Insight Research, gamification is the next big thing in m-learning. Gamification is nothing but a learning strategy that integrates game-based mechanics and techniques into learning content for developing fun and engaging m-experiences.
2. Snack learning
Also known as bit-sized learning, mobile apps offer the space and time to learn during coffee breaks, while travelling or lying in bed. The goal of mobile apps is either to provide short quizzes or small tutorials to the users, enabling them to make the most of such facilities to the maximum.
3. Competitive gaming
With constant use of mobile apps comes the concept of competitive gaming. This invariably allows the students to compete with others in real-time, either 1-1 or in groups and see where they stand in terms of their understanding of any subject or topic. With this, the student can always track their progress and motivate themselves to do better.
4. Reduction in content size, not volume
Oustme.com, for instance, offers a humungous bank of quizzes. Students, in the process of playing quizzes, develop a far deeper understanding of what they know and don’t know. According to learndash.com, such play & learn games provide an environment that helps students in improving retention and recollection of information. This confirms the fact that mobile phones are fundamentally changing the mode of learning by reducing the size of the content, not volume, to be consumed whilst on-the-go. Oust app effortlessly redefines the learning experience in 2-minute intervals where a student can quickly play a game, assess him or herself andgh then go on to improve in due course of time.
5. Curating big data from small data
Thanks to continuous assessment, it has become possible to structure maps and charts regarding a student’s progress and learning habits. M-learning has given a new meaning to behavioral sciences as its through big data that it’s possible to note student strengths and weaknesses.
6. Bring Your Own Device (BYOD)
This is a mobile learning trend that allows employees to make use of their personal gadgets such as mobile phones, laptops and tablets in the workplace. The day is not far when the same rule will be applied in schools as well, allowing students to make the most of their device TO LEARN in the confines of their school.
Looking at the aforementioned trends, the m-learning space does seem exciting. Moreover, learners are not obliged to “learn” at a fixed location any more.
This article was originally published on StumpBlog by Sujoy Dhar on October 27, 2015.