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THE FUTURE MEGATRENDS IN LEARNING AND SKILLING

by Sanjay Agarwal

Detailed Explanation of the above Mega Trends in Education

1.Learning and Skilling with Technology Led Platforms :

a.Rise in the number of “Crossover and Technology Led-Learning Platforms” leading to Democratisation
Of Education .

b. Students are now crossing over to new Crossover Technology-Led Learning Platforms offering “A La Carte learning” with Alternative Credentials and Asynchronous Learning Formats.

c. Over the next 3-4 years traditional learning Platforms like Colleges and Universities will give to way to learning with Diverse “Crossover Technology-Led Learning Platforms” .This will also lead to democratisation of Learning.

d.The new “Crossover technology-led learning platforms” are leading to democratisation of learning as students walk over to such platforms for learning of their choice. These Technology-Led Learning platforms also offering learning with different genres of educational discourse.

2. Connectivism : learning and Skilling with digital Networks:

a. Connectivism was first introduced by George Siemens (2005) and is the theory that states that students learn best if they are taught to navigate and create digital networks via technology and use networks to learn .

b. Connectivism conceptualises that knowledge is distributed across information networks and stored in digital formats. Connectivism is about navigating the” Digital Network ” or using internet to find information for ones own learning .

c. MOOC ( Massive Open Online Courses ) was built on the concept of Connectivism.

d. Structure of Connectivism includes lessons learnt entirely remotely.

e. Connectivism begins when an individual turns to digital technology to solve a problem. This can be done by Goggling a question , Texting a Friend , or Searching for some current social media content.

f. Connectivism relies heavily on technology , online courses , webinars and dedicated forums to strengthen learning . ICT ( information , computers and Technology ) is a pillar of g. Connectivism with internet as the natural progression .

h. Connectivism is the theory that students learn best in social networks via technology and use these networks to learn.

3. Learning and Skilling by the Digital Native :

a.. Digital Native students need Collaborative and Connected content , visually oriented content and content in non linear and asymmetrical formats which are anchored in Technology The Digital Natives are the new Students who need to be taught .

b. Digital Native term was coined by Mark Prensky to describe a person who grew up surrounded by technology and is familiar with Internet from an early age . Digital Native are comfortable and fluent in Technology .

c. Digital Native are born after 1980 and are surrounded by Technology , Social Media , Mobile Devices, computer and Internet . Digital Natives include Millennial , Gen Z and Alpha.

d. Digital Native prefer receiving info quickly on multiple Media , Multi-Tasking , Like info in form of Video and like to click Hyperlinks for Info. They could also be called Geeks , Nerds and Techie.

e. Opposite of Digital Native is Digital Immigrant ( who needs to adapt to technology and are the Teachers with the ” Chalk and Talk Show “) and Digital Refugee ( people who have disrupted by Information, Automation and AI.

f. Digitally Native Students are fast paced , visually oriented , non linear and always a leaner. Digital Native are collaborative and always connected . They develop Visual Spatial Skills .

g. Digital Native students parallel process and network. The new learning for Digital Natives have to be” Consistent with their World ” anchored in Technology and Connectedness .

4. Learning and Skilling with Nano Learning Modules :

a.. Nanonism is the biggest Megatrend in the digital world today Notable examples are Twitter , Instagram , Reels, Tik Tok and more . Nano learning platforms will soon flood the Learning Platforms in the world .Nanoism in the ELEPHANT IN THE ROOM.

b. Nanonism is summed as ” ANYONE can now learn ANYTHING from ANYONE at ANYTIME”

c. Nano Learning Platforms will is the Future of Education

d. Digital Shift in education is revolutionising the learning process . One of the biggest challenges of Online Learning is the struggle with focussing on screen for long period to time.

e. Human Attention span has dropped to 8 seconds. In Nano Learning , complex topics are broken down
into bite sized pieces to be more easily digestible .

f. Nano Learning is short form , low friction content to learners on engaging platforms or formats such as
Twitter , TikTok or text Messages.

NANO LEARNING and SKILLING HAS THE FOLLOWING ADVANTAGES :

a. Nano Learning is On Demand Learning . It is Anywhere , Anytime and Anything Learning

b. Nano Learning Supports Self Space Learning . Nano Learning is short and quick and modules can be conveniently spaced out to build a Sticky Learning.

c. Nano Learning runs on engaging Technology Platforms such as Twitter , TikTok. It is most widely accessed on Mobile Phones. In 2023 , global smart phone users is estimated at 6.8 B ( source Oberlo.com) .

d. Nano Learning can be delivered on Multiple Devices and in Multiple Forms such as Video Posts, Podcast ,Texts and Pictures.

e. Nano Learning is Cost effective Learning and Universal Learning .It works for all kinds of learners.

f. Nano Learning reduces learning anxiety and overwhelm factor. Nano Learning is Lightweight and low friction Content learning .

5. AI enabled learning platforms for Personalised Learning and Skilling :

a..Personalised Learning and Skilling :
Education Content will be personalised taking into account students level of knowledge and learning styles . It will also be personalised with his NEEDS. AI helps generate personalised courses with Smart Content which comprises digital textbook guide materials , videos , instructional snippets , quizzes , games and interactive activities for learning according with is LEVEL OF KNOWLEDGE, LEARNING STYLE AND HIS NEED .

b. Interactive Learning and Skilling :
Interactive learning refers to different ways of accessing and navigating content . It transform learning into a dynamic and collaborative experience . Interactive learning allows users to receive immediate feedback and comments . Interactive Learning also includes Live Polling for Real Time Interactive Questions and Interactive Homework. Live polling gives students a VOICE in the program, improves attention and engagement . Interactive Homework motivates the learner to do the space reading in low stress environment for deeper learning.

c. Self Regulated Learning and skilling with automatic and intelligent feedback and Recommendation.
Effective Feedback and Action Recommendations are essential to ” Self Regulated Learning”. AI gives a Dashboard for providing data driven feedback and intelligent course action recommendations.. AI employs various data mining , Machine Learning , Clustering and Visualisation Techniques on a diverse variety of Learning Management Systems (LMS) to provide automatic and intelligent feedback and Action Recommendation.

d. AI enabled learning and skilling platforms with Enhanced Visualisation:
Enhanced Engagement Environment .Learning with visualisation means shared , immersive ,persistent and 3D Virtual Space where Child experience things in the same way he see in the real world . Learning with Visualisation means Enhanced visualisation environment such as VR and AR and Live Streaming and Virtual Simulation in 3 D Environments .These Immersive simulations can create almost any visual or place imaginable . Learning with Enhanced Visualisation offers a high level of engagement and environment for learning .

6. Gamification models for Learning and Skilling :

Gamification is an Alternative way to Education. Here , Educators use features of Game Design to enhance learning.

Gamification inspires users to engage with content especially which are Learning which is not enjoyable .

Gamification is a very powerful tool which challenges a person to perform.

Gamification is motivating through rewards and also motivating to perform for convincing to self belief in one’s ability .

Gamification Boosts Engagement .
Gamification uses storytelling to engage.

Gamification integrates cutting edge technology and 3D environments to learn.

VR is a new front in Gamification Technology.
Mary Merker ( Kliener Perkins ) On learning with Gamification : Gamification is trying again and again with
experience .
David Kold – Gamification is about Experiential Learning . Our learning in future will be with peripatetic
games