Education Technology
Article | July 27, 2022
On average, prospective students engage with more than 1,000 digital touchpoints while researching programs in a 6-week period before filling out a lead form. With prospective students moving through different stages of their research funnel and using multiple platforms in the process, understanding the type of audience categories that Google Ads has to offer will provide the clarity you need to make smarter strategic decisions that will help you increase digital engagement. This also allows you to better anticipate your prospects’ interests and preferences while delivering the right marketing message at exactly the right time, whether you’re using Search, Display, or YouTube.
Read More
Online Education
Article | July 12, 2022
In 2021, Class, a virtual classroom app that combines with Zoom, neared unicorn status after receiving funding from SoftBank Vision Fund II. But, with just 10 months and a string of top edtech U.S. investors to back it up, the app’s spectacular rise only speaks to the boom in online education in the past two years.
Online learning has changed. It went from centering around accessibility to becoming the primary delivery method almost overnight. So when it comes to screen time, this newest addition to our already screen-filled lives is uninvited. Especially for children, it only meant that screen time was highly monitored during lockdown. And that change came with struggles. Between configuring the technicalities of accessing online classrooms and figuring out how to engage students, teachers have faced an uphill battle all along.
There is plenty of research to suggest that too much screen time has negative health implications, but education has to continue at all costs. 2021 was full of stories of students finding creative ways of avoiding classes or not attending them. One 8-year-old found a loophole in Zoom’s app last year that locked her out of her Zoom class. Even Zoom’s technical team failed to find the issue. It led to a goose chase into discovering that the child was locking herself out by inputting the wrong password over 20 times.
Screen Time Vs Screen-Tied
Screen time has five types: television, video games, social media, music, and reading. The key is not just to regulate screen time but also the content that is being consumed. Technology may have evolved, but our ability to use it for long durations and to conduct sensory tasks like learning over the internet hasn’t. Between education, video-games, social media and TV, distribution meant calibrating what type of content should be consumed in order to reduce the negative impact.
Approximately 75% of all teenagers own a smartphone today. In addition, a majority of young adults report video games as their go-to activity in their free time. While research on the use of video games may be inconclusive, prolonged exposure is nevertheless known to rewire developing brains. There’s also a high risk to susceptible minds with regards to unfiltered and harmful messages from social media, which is a massive source of increased screen time for children and teenagers.
All these issues call for a meaningful control of screen time. But in a sea of endless information and uninterrupted content, how do you identify the right balance?
Culling Unnecessary Content
For educators, the aim is clear: to balance screen time so precariously that children do not lose their will to learn or play. Parents and educational institutions must identify the following objectives through the content they are letting their families consume:
Developing digital skills to prepare children for higher education and digital careers
Raising digital citizens that use online mediums to contribute to their communities
Exposing learners to new ideas and concepts in a safe context
Acquiring creative skills, interpersonal expression, and etiquette for engagement online
There is no dearth of educational content online, but it is important to achieve a balance between the educational and the entertainment consumption of learners. On occasion, both can be combined through interactive shows and programs that do not expose learners to addictive behaviors.
Designating screen-free times, activities, and even locations like meals, traveling, or bedrooms can help learners build a habit of controlling their screen time.
To Wrap It Up
There is no doubt that the pandemic provided online learning with a much-needed shot in the arm. This also means that screen time has exponentially increased. Thanks to both virtual schools and a complete lockdown on going outside, young learners were left with no option but to turn to their screens. Whether to connect to their peers, attend classes, or spend their free time, learners are faced with a barrage of screen time that can affect their ability to navigate a post-pandemic world. Parents and educators must take it upon themselves to lay down the guidelines that drive the harmonious use of electronics without encouraging total dependence on them.
Read More
Education Technology
Article | August 4, 2022
When designing education programs for adults, you cannot avoid the fact that you need to design experiences for them. What other education forms could be better than storytelling, gamification, task orientation, and instant rewards, which could be offered by VR gaming? Imagine if all existing flat-lecture videos were converted into a 3D interactive gaming environment. Let's say, for example, on Massive Open Online Courses platforms, such as Coursera and edX, they start offering VR classrooms. When you connect to the classroom, you would be able to see other students around you and chat with them in natural languages and hear them in the natural languages; as a plus, there could be a prompt translator to support cross-cultural communication.
Read More
Article | August 12, 2020
The rapid shift to eLearning has raised questions regarding the remote usage of online tools by students and teachers and the impact digital instruction is having on student engagement.
CatchOn’s detailed trend reports reveal how and when students and teachers across the nation are using their EdTech applications and school devices, both inside and outside the classroom. CatchOn has generated these reports based on actual usage data from districts using CatchOn.
Read More