Whether it is the blackboard or AI, technologies for representing and communication have played a central role in education. Traditionally, formal education has kept the structure, content and contexts of education firmly under the control of the educator rather than the learner. However, perhaps due to the increasing commercialisation and consumerisation of education, we have seen a shift in agency and control towards the learner. And while there has been a thriving market in ‘teach yourself’ materials and graduated repertoire for well over a century, audiovisual technologies transformed that market and the internet has done it again. Portability, immersion, gamification and the automation of tedious and high-skill-requirement tasks have all taken off in the 21st Century. This project seeks to understand both the ways these types of technology can be used in education and the effects they have on learning and motivation to understand.
Research Problem
Rationale / Hypothesis
Method
Results / Sources
Analysis
Interpretation
Applications / Implications
Peer Review
This is currently a parent project (see above for structure and links)