It’s the Content, Stupid!

Okay, I should begin this article with a disclaimer. As a teacher, I was the guy who tried to create elaborate simulations in his classroom using props and lighting and sound. I was the guy who tried crazy stuff, anything to make my students feel that they were in a different county so that the idea of learning a language would seem more natural.

So now that I’ve got the disclaimer out of the way, I would like to say that the big thud you heard outside your house last weekend was actually an obscenely intense “Duh!” shouted by yours truly. What was I shouting about? Listen to this. Coming out of the recent E3 exhibition and conference, CNET had an article about the future of gaming consoles. Here’s a paragraph from the article.

for all the hype over floating point performance, wireless this and teraflop that, gamers and analysts alike have a consistent message for the hardware giants: It’s the games, stupid.

Okay, let me say it again. “Duh!” Of course it’s the games. And no matter what anyone thinks, it’s always been about the games. Human beings love to play but you’ll notice we won’t play just anything.

When it comes to gaming consoles it’s ultimately about the games. When it comes to computers it’s ultimately about the software. When it comes to movies, it’s ultimately about the story.

I mean really, have you been watching a lot of movies lately? There are plenty of action/sci-fi/horror/adventure flicks with tons of special effects. There are boatloads of animated features out there, all driven by mind-boggling graphics and animation. And most of them fall way short simply because they focus too much energy on effects and style and not nearly enough on content.

Yes indeed, it always has been and always will be about content, my friends. Content is what makes the world go ’round (well, that and a little bit of love, naturally). Content is why we buy new technology and why we choose one technology platform over another.

And, lest you think I’m headed out of bounds here, content is also what drives education. It’s what makes learning happen. Infrastructure can provide convenience and comfort. Technology can provide flexibility and a certain mount of “cool.” But without content there is no learning.

Which I why it is more important now than ever before that we spend increasing amounts of time on content. We are way behind the game, people. New computers are being developed everyday. New classroom technology is being introduced even as we speak. New iPods and cell phones are being rolled out every quarter.

But content? When it comes to that we tend to remain passive participants, taking a “we’ll-take-what-the-publisher-gives-us” stabce. And that, in reality, will always be the lowest-common-denominator content because publishers can only create content that will sell to the greatest number of users. And is that what we really want driving the future of learning? The reality is what it has always been. You want the really good stuff? You’d better start thinking about doing it yourself (and by yourself I mean along with your like-minded colleagues).

Okay, probably enough ranting for the moment. So let’s focus for a minute on some real content opportunities out there. Just as the gaming world is introducing some new gaming consoles with slick new features for games, some new technology and teaching opportunities are opening up for education and we need good content if these are to be of any real use. Here are three hot categories to start thinking about:

  1. Online simulations. Whether you’re talking about simple scenario immersions (like “let’s all pretend we’re at a bank”) or more elaborate simulations, we know that learners learn best by doing and experimenting. Simulations make that possible and technology is pushing us to a place where we can allow our students to experience whatever we can imagine. Now we have to use our imaginations.
  2. In class activities using polling devices. These in-class clickers are becoming more popular and afford great opportunities for class participation. Learning is a communal activity and we need to have more content that allows the formation of community and interaction between students in our classes.
  3. Cell phone interactivities. Cell phones rule and by this time next year you will be seeing cell phone-based learning activities available with textbooks. There is so much that can be done here and we need to start creating the best content possible right now.

As teachers, trainers, or content providers, our job it to be aware of the possibilities but to not get caught up in them. Our job is to keep writing the best stories and creating the best learning content so that our learners can continue accruing wisdom for the ages.

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