ELT EdTech, if we use a video game metaphor, is like Pong. (Lindsay Clandfield)
Possibly the best quote on the state of ELT digital products ever. Lindsay was one of the four speakers that addressed the topic of Learner Experience Design (LXD) at our ELTjam Session on the 13th April. His 10-minute spot covered the growing influence of video games and the surprise survival of the fitness industry. Find out how Lindsay tied it all together…
When I was four, going on five, a TV show called Knight Rider premiered in the UK. I loved it and remained a fan for most of my childhood (OK, I admit it; I’m still a fan). There was The Hoff, of course – all leather jackets, open shirt buttons and swagger – but the real star of the show was K.I.T.T – Knight Industries Two Thousand – the ‘advanced, artificially intelligent, self-aware and nearly indestructible car’. Over thirty years later Apple and Google are in a head-to-head race to bring K.I.T.T’s spiritual successor – the driverless car – to market. And, as a little-known and hard-to-spot side effect, the ramifications for the teaching of languages, especially English, could be huge.
Brainly is a social learning platform that uses crowdsourcing to help teenagers with homework – a kind of Reddit for 13-16 years olds. Users pose a question and other students answer it – fast. Brainly claims 70% of queries have an answer in ten minutes.
ELTjam thought an ELT MOOC probably wouldn’t work. The British Council made sure it did. Although, as we’ll see, that does depend on your definition of work’.