Improving Learning & Education With Interactive Content
Whilst there are many people that consider the school environment and education in general as a wholeheartedly dull affair – this doesn’t need to be the case!
With dramatic improvements in technology over the past few years, education has reached new and exciting levels.
Gone are the days when pupils and students put the blinkers on and recite a textbook for hours on end. Instead, fresh dynamic ways of learning are starting to take over the classroom and seminar room. Furthermore, people are now able to receive an incredible learning experience at home – opening up self-teaching options significantly.
In this article, we look at how learning is changing, and how people, young and old, are consuming content in new and exciting ways.
Interactive eBooks are an incredibly exciting development. The publishing industry (both education publishers and others) have needed to respond quickly to the threat – and opportunity – that eBooks present. Although many got off to a slow start, most major publishers have embraced this change in recent years.
Adopting a more inclusive digital strategy ensures the continued success of their industry, and part of this is to push the boundaries of how their audience consume the content that they publish.
For readers and learners, eBooks provide ultimate convenience and seamless experience. The Kindle brought about a whole new way of publishing fiction and non-fiction – opening up access to any book on the planet from the comfort of one’s home. Interactive eBooks are a step up, and can revolutionise the way that children and adults engage with learning.
We have recently entered the interactive eBook market with Virtual George. This is not built in your standard eBook format, rather it has been created on a game platform; it is an app designed for high quality tablet visuals – not as basic text for Amazon’s Kindle.
We believe that as the number of tablets used in the education of children and adults expands, there is more opportunity to engage learners in better ways. In a fascinating presentation about improving learning with mobile technology, David Hopkins said;
“Don’t complain that students are on Facebook when they should be reading your book. Don’t moan that your students would rather spend time tweeting photos of their breakfast than about your assignment. Don’t despair that group work ends up with everyone playing Angry Birds and comparing scores. Engage these students; give them a reason to use their smart phones or tablets…
Give them a reason to use the technology, give them a reason to engage with each other – and you – and the results will be amazing.”
In the context of primary and secondary school education in the UK, pupils have grown up in this vastly expanding digital age – and have expectations about the nature of their education. The authorities have a responsibility to engage our youth and to teach them valuable facts, theories, and principles. Flexibility in how our youth consumes this information is essential.
This approach is different to the traditional format, and involved a re-think in the methods used to engage pupils and students. Student-centred learning entails the principle of taking pupils and students seriously as ‘active participants in their own learning’ as opposed to forcing unwanted and disengaging protocol on them.
In the developed world, all learners constantly access digital channels; social media, websites, video, etc. Allowing students the choice to utilise this media as a way of learning will ensure better engagement with topics.
Collaboration & Gamification
Thanks for the expanse of the modern web, people are able to collaborate across the world through digital channels. Collaboration on learning projects can take the form of a more traditional teacher / student relationship, or it could include the gamification of the learning experience.
Interactive eBooks that contain games and challenges allow the user to test themselves; be it on learning a new language or gaining new skills. They are then able to share their achievements with the world.
From the publishers’ perspective, this data is useful because it allows them to market similar products at individual users – perhaps offering them a deal on the next language eBook in their range, or perhaps offering prizes for achievements – thus generating social media activity and engagement with their brand.
We’re hopeful that all major publishers will choose to immerse their audience in their stories in new and exciting ways. Using technology to bring stories to life has huge benefits when engaging a group, young or old. We have seen amazing results from our language learning games in particular, which remove the tedious and repetitive drawbacks of learning a new tongue.
Got an idea for a great interactive E-book?
Give us a call, we’d love to hear from you.