Is it more fun to sit in front of a screen and watch a video or play an interactive game? The answer isn’t the same for everyone, but most would choose the latter.

The gamification of learning is one element of eLearning that can help draw people in, as can the ability to choose their own path. Those features are just one reason Cypher Learning CEO Graham Glass feels the use of dynamic and adaptive branching in asynchronous learning is not only a perfect solution for educators during the COVID-19 pandemic, but ultimately the best way to think about education going forward.

“If you’ve got a very advanced learner, there’s no point in guiding them through modules that might be boring and remedial,” he said. “Similarly, you might have a disadvantaged learner who’s getting left behind. In those cases, you can adapt to where they are and actually give them remedial materials, more examples and more careful assessments.”

At times, that means feeling a bit isolated without the traditional classroom environment, but Cypher Learning has tools to combat that feeling, as well, with a tracker of who else is online and a tool that allows students to reach out to teachers in real-time.

The shift to eLearning and utilizing those tools has been nearly mandatory during the pandemic, but Glass hopes that, once teachers and educators adapt to those tools, they’ll have them under their belts forever.

“Asynchronous learning to begin with is not necessarily intuitive, but if you try it out, I think you’ll find very quick that it is a very fun, very efficient way to create learning,” he said. “One of my hopes is that, as a result of the world fast-forwarding 10 years into the future with this virus, people will actually start to embrace asynchronous learning as the primary way of learning.”

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