Virtual Lifelong Learning: Educating Society with Modern Communication Technologies

Recent Trends in Virtual Teaching

Author(s): Neha Goel and Mitanshi Rastogi *

Pp: 85-102 (18)

DOI: 10.2174/9789815196566124010010

* (Excluding Mailing and Handling)

Abstract

The sudden outbreak of Coronavirus has impacted almost everyone. The education sector has seen a major transformation. The pandemic introduced the world to the concept of Virtual Education. As per the survey conducted by UNESCO, in 2020 around 1.07 billion students were affected due to this corona outbreak which affected approx. 61% of the student population globally. From traditional brick-and-mortar schools, students started shifting to this new mode of learning. Video conferencing, social media, etc. became new venues for the creation of knowledge. Not only students but even skilled professionals started this online platform to upgrade themselves. The pandemic has completely replaced traditional teaching pedagogies with trends like participative learning, experiential learning, and problem-solving methodology. This blend of device-based and verbal learning will help in developing the cognitive ability of the students to a remarkable level. Forbes estimates that the size of the global elearning market would rise from $165.36 billion in 2014 to $325 billion in 2025. To keep ourselves abreast with this world of online education, a few trends need to be highlighted. Trends like Artificial Intelligence, Microlearning, Gamification, Blockchain, Mixed reality, and Personalized Learning will influence how students learn now and, in the future. Also, it raises the completion rates of courses, streamlines the process of learning, improves productivity, and boosts the satisfaction of the user. This chapter will be focusing on these trends and how these trends are impacting the entire community of online learners with reference to real-life examples. By making use of these innovative trends’ user experience can be enriched and immersive environments can be created. 


Keywords: Artificial Intelligence, Blockchain, Gamification, Mixed Reality, Personalized Learning.

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