Is Crowd-learning the future of education?

By Ben Iyoha,

Understanding sources of learning have become a major area of research in Education Management. Building on the assumptions that crowd learning is distributed across societies and educational institutions and that it creates an innovative perspective for education for next-generation over the time.

Crowd-learning means studying by interacting with each other. The tool is web-based, social and increases naturally. It puts the method in frontal view and takes us ahead of the problems that exist with e-learning. Crowd-learning shows that education is not only something that is spoon-fed, in a top-down and inside-out fashion. The crowd-learning platform triggers interaction and encourages good ideas.

What’s Next
Good crowd-learning sources are already available to us, and they include HealthData.gov, Google’s busy times’ data for businesses and public spaces, Waze, Wikipedia and more. We anticipate that more news organizations—as well as marketers, activists and other groups—will start harnessing data in creative ways. That’s because our thinking results in behaviour (like searching for “what is the EU?”). Our behaviour results in data. And that data can be used to learn something about us.
There is a specific need of taking into account also other types of different forms of social software that aggregates interaction, i.e. many-to-one, the type of the synchronous and asynchronous communication that can transform into direct and indirect interactions. The comparison of the forms of social software, that are elements of crowd learning are listed in the Table

Example One-to-One One-to-Many Many-to-Many Many-to-One Synchronous Asynchronous Direct Indirect
Email


Instant messaging



Chat



Video/audio conferencing



Social tagging


Social rating


Social sharing





Shared whiteboard


Webmeeting


Discussion forum




Microblog



Social networking
Social Curation



Social gaming

Social buying and selling


File sharing



Photo sharing



Video sharing



Presentation sharing




Social bookmarking




Crowdsourcing/ crowdfunding



Q&A systems



Reputation networks



Collaborative filters/ social recommenders




Publication



Scheduling


Groupware/ content management



Location-based systems
Learning management systems



Immersive environments

Watchlist
Google; Bing; Apple; Microsoft; Investigative Reporters and Editors; National Institute for Computer-Assisted Reporting; various U.S. government websites; various state and local government websites; the websites of government agencies worldwide. (Source: 2018 trend report)

In conclusion, Crowd-learning”, is where students experience deeper learning through collaboratively creating learning materials for each other. Crowd-learning practice is envisioned to produce large “banks” of subject matter problems generated by students themselves, in a crowdsourced way, as the students learn new subjects; these problems can then serve as learning and assessment materials usable at scale.