A new generation of cheap, easier to use, and more intelligent technologies offers the potential to transform learning by allowing more of it to occur, and, when it does occur, making it better suited to the needs of a globalised, technology-driven world.
We intend to review and share what is known about the use of technology to deliver more and better learning, as well as sharing best-practices and the most exciting innovations in this area.
Technology can deliver more learning by providing extra opportunities to learn (at home, at play, or in the community) and then, when those opportunities do occur, maximising the amount of learning that takes place.
For example, there are many structural similarities between games and great learning experiences: the best games involve appropriate challenge, practice and mastery, and have a well-structured progression. The use of games and simulations for educational purposes is established in fields like healthcare, or military training, but is under-used in schools.
Technology also offers the opportunity to do what no teacher can do alone. For instance, it offers the means to shift away from a one-to-many model of teaching, so that every child has a 'digital tutor' that is responsive to their interests, their prior-conceptions and achievement, and any misconceptions that they have. Although the Khan academy has already generated much excitement, Salman Khan argues that the true potential of the platform will come when it intelligently uses the data it gathers from learners to become smart enough to predict, and then appropriately assist and assess, that learner's progression to mastering the concept being taught.
The ubiquity of technology itself offers possibilities - currently, though, we know little about the best ways to fully integrate these types of technologies into school practice.
Technology can deliver better learning by supporting the creation of learning environments where students develop a facility in the kinds of skills that we know are important in a globalised, technology-driven world.
For example, the ability to collaboratively solve problems will be an ever more important skill for young people to acquire. Existing multi-player online environments offer a glimpse of the potential that exists in immersive online environments where students can learn from each other, collaboratively address problems, and address tasks that they cannot solve alone.
In November 2012 we launched our Digital Education programme, along with our new report looking at the impact of digital technology in the classroom. You can download the report, called Decoding Learning: The proof, promise and potential of digital education, here.
Watch this space for details of how we plan to build on these findings, to explore and support new models of learning using technology.
Read our report looking at the impact of digital technology in the classroom.
Download Decoding Learning
Download the summary version of our Decoding Learning report, along with our response.
Download here