Adaptive content: potential to change the curve
Learning / by Tom Vander Ark
Adaptive content will be a game changer—the first real chance to change the learning productivity curve. By ‘adaptive content’ I mean:
· Engaging: 2 & 3D animation, video, source documents
· Personalized: a ‘play list’ targeted at learning level, by interest and modality
· Networked: running on a social learning platform with several relevant groups (e.g., project team, peer tutor, class, mentors)
A couple examples:
· TechCrunch reports that Rosetta has added a little LiveMocha to it’s services with interactive chat. Wade Academy wraps Rosetta competitor TellMeMore in a social learning platform. (we’ll see schools adopt both for language acquisition next year.)
· Pearson Canada has licensed DreamBox, an adaptive K-2 math game and Pearson US has a JV with TabulaDigita, a multiplayer math game.
More to come!






