The advantages of online distance learning

Mike Rost
A man sat at a laptop with headphones on

The technological component of learning is constantly growing. More and more classes are taking place online – yet rather than simply being a substitute for classroom courses, they can be blended with a classroom-based approach. This often offers students a more engaging and motivating experience. This post talks about the advantages of online learning, why teachers find it useful and why students enjoy it.

Distance learning versus classroom courses

Typically, there are two sets of teachers interested in experimenting with online teaching:

  • Those who are considering using distance learning courses for students who can’t attend classes.
  • Those who are looking to supplement their classroom teaching with more interactive, or personalized online components.

Yet regardless of the category they fall into, they’ll often ask: “What can distance learning courses provide that classroom courses can’t?”.

And this is the right question to ask. Looking at the relative advantages of online courses helps us discern what is the best use of classroom time for learning and what is the best use of online time for learning.

Knowing this allows us to make better decisions about how and when to use online learning. Instead of simply adopting an online course, adding online components just because they look attractive, or using great technology just because it alleviates scheduling problems, we can choose them for the added value they provide.

The strengths of classroom-based learning versus online learning

The strengths of a classroom-based course are:

  1. Easier community building.
  2. Direct access to a live teacher for inspiration, guidance and feedback.
  3. More 'live' opportunities for communicative practice with other students.
  4. Provision of a structured schedule.

As for the strengths of a distance learning course, the following come to mind. They:

  1. Provide easier access to course resources.
  2. Offer greater convenience for the teacher and learner, and offer flexibility in scheduling.
  3. Can be personalized – that is, teachers can cater to each student’s proficiency level and learning goals by delivering different online resources (including videos, readings, and listenings) to individual students so they can work on them in their own time.

However, distance learning courses have some less obvious advantages, too. Distance learning courses have shown the following trends, which have completely changed the way to see and use online learning:

Increased engagement

Number one is the rise in engagement. A well-designed distance course is aimed directly at the individual learner: there is much more practice time and immediate feedback, particularly for listening and speaking tasks. We often find that shy students and those who feel unable to participate in a classroom environment are more willing to engage with the teacher and other students in online courses.

Improved concentration

Secondly, online courses improve concentration, which, as all teachers know, is a continual problem in classrooms. Rather than being directed on what to do, students working online can select what activities to engage in, for how long, and in what sequence, which helps them stay focused.

Easier assessment

The third advantage, which is vital for a teacher, is the ease and fluidity of tracking progress. In classrooms, it’s hard to track how students progress over a whole semester, much less in each class. In online distance learning, you get constant monitoring of how well students are doing on individual tasks and progress checks, no matter what learning management system you’re using.

Why learners choose online courses

We’ve seen the potential reasons teachers may incorporate distance learning materials. But why do learners choose online courses over classroom ones?

Choice is an important aspect of – and the only way that students are going to learn is if they feel engaged. Give them choices in activities, homework, schedules, tests and even grading.

For example, if teaching a class on human rights, in which students watch a short video and write a text, you could give students a choice of two videos, rather than directing them to watch a particular video. And in an exam, maybe offer a choice of different reading materials or essay topics to write on.

What’s more, giving students a choice of a distance learning course over a classroom course, a blended classroom online course, or even a choice of activities can improve motivation and increase engagement. Just make sure not to overwhelm them with too many choices!

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    Technology has radically changed the way people are able to access information and learn. As a result, there are a great number of tools to facilitate online language learning – an area that’s been the subject of many myths. Here we highlight (and debunk) some of the bigger ones…

    Myth #1: You will learn more quickly

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    Myth #2: It replaces learning in the classroom

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    Myth #3: It can’t be incorporated into classroom learning

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    Myth #4:You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

    Myth #5: Online language learning is impersonal and isolating

    A common misconception is that online language learning is a solitary journey, lacking the personal connection and support found in traditional classrooms. In reality, today’s digital platforms are designed to foster community and real interaction. With features like live virtual classrooms, discussion forums and instant feedback, learners can connect with peers and educators around the world, building skills together.

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    Is game-based learning technology a waste of time?

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.