Once a mystic identified a young man who was curious to know
about heaven. He promised to show him the gateway to heaven. He claimed that
the heaven had all the pleasures one could detail by imagination and beyond;
and claimed that the road to heaven is not very far or difficult, provided the
young man could spend a substantial part of his earnings as a compensation to
understand the depth of his advocacy. The mystic was quite tempting but the
young man, though thrilled and excited with the idea of a short cut to heaven,
applied his common sense – which told him that he didn’t have relevant skills
to walk through that path with comfort. A big NO from the young man did
disappoint the mystic. The young man saved himself from getting exposed to a
fake heaven!
In the last one decade, I have received a number of edupreneurs
in digital technology (who did a job much closer or even better to what those
mystics did, promising to end all evils of education through their digital
designs) – Well, indeed they had praiseworthy dreams to transform education and
contribute their bit. While saluting them for all they could do or think in
that direction, I had also felt that in a number of cases there has been a
total mismatch between what they had in their baskets and what their consumers
needed. A number of products lacked synergy between the content, the pedagogy
and the technology. While they focused in one of them, they missed the bus in
respect of the rest. Their El-Dorado crashed even before they could complete
their structures nor could their products become the Elixir-de-Life for all the
ills of school education. They were like the Alchemists, who could not turn
other elements into gold, but they also got a number of new by-products in
their journey towards their chase for gold. These by-products did have a value
and a purpose in school education.
Though the Digital technology has witnessed substantial
growth both in terms of quality and volume since its genesis from late
seventies, some basic misgivings have haunted this industry. Adequate and
authentic research in this direction is not visible. With my proximity with
techno-based learning for the last four decades in school education, I intend
to make a few observations for consideration to the edupreneurs.
1.
Content
development for technology enabled learning is entirely a different ball game
and is different from the style and design of the content development for
textbooks. The basic approach has to be different because it is not a
replacement to a hard print. The technology brings a blended approach to
content delivery and this blending should be harmonious. It is just not putting
things together but it is weaving them together. It is not a chorus but it is
an orchestrated philharmonic. Oftentimes, the content designs do create
perception differences and do give rise to multiplicity of perceptions and
meanings.
2.
The
role of technology in personalizing learning is quite significant as compared
to other modes of content delivery. Hence the pedagogical designs and offerings
through technology have to be constructed in a carefully articulated manner so
that every learner feels a sense of belongingness to the content and is able to
engage with the content effectively at a personal level.
3.
Logistic
development of content needs a great attention. In a number of cases, the
simulations, exemplifications and illustrations tend to defy logic. Possibly it
is an outcome of the curiosity of the designer to reach out to the learner; too
much of simplification in the content design gives a narrative that has a
logistic mismatch with the core idea.
4.
Sound
and flashes of light do not necessarily trigger attention to the concepts. In
many cases, they tend to deviate the attention of the learner to auxiliary
learning; they distract the attention of the learner from the main concept. Edutainment
is indeed an excellent option, but gaming is only peripheral to learning.
5.
Pedagogical
validity of the content is very critical. Designers need to understand that the
objective is not an information delivery. It is a travelogue towards cognition
and experience. It needs to be built on credible, established and valid
pedagogical concepts. In a number of
cases, authenticity of the pedagogy becomes questionable. Dialogue and
collaborative thinking of the designer and the pedagogue is required to ensure
this.
6.
The
teacher-facilitative technological designs do vary from those what the learners
would use. Hence the designers need to understand the variance in the
conceptual construct in their products knowing fully well the users.
7.
The
success of any technology enabled product depends on their ability to provoke
thinking, application and curiosity. Hence every lesson, every concept has to
be modelled keeping in view the geography and culture to which the products
would cater to.
8.
The
success of any technology enabled product depends on the competence and mindset
of the teachers. Leveraging technology is an art and hence the users need to
undergo a preliminary exposure on its mindful use in the classroom.
9.
The
design of techno-enabled educational products should note that every learner is
unique and comes with different intelligences in his basket. The digital
content should help in catering to the intellectual curiosity of a spectrum of
learners.
10. The technology inputs should be
proximate to local cultures, socio-economic conditions and relate to native
knowledge as much as it opens gateways to global knowledge access.
Another major issue with the production and
marketing of digital technology is the large gap between the content developers
and market advocates. Largely the market managers are not adequately briefed
about the “what and why” of the product. Hence, they have poor knowledge about
the worth of the product in the market in real terms; they seem to be promoting
the products more with a superficial knowledge, thus unable to reach out to the
school heads. Oftentimes, false hopes and false assurances help in market
promotion, but the sustainability of the products is doubtful; further, it does
invisible harm to the learning process and quality of learning.
Digital technology needs to evolve and mature to become
active partner in transforming education. Edupreneurs need to invest in a lot
of thinking and research before they invest in their products. While one could
see many green pastures for growing digital technology in schools, it calls for
more synergy from like-minded people and stakeholders.
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