In today’s digital marketplace, students of all ages can create experiences
tailored just for them. When a teenager searches for movies to watch, an online
film site can provide suggestions based on past viewing history. Music lovers
can create personalized playlists for everything from a workout in the gym to a
study session. And when children play video games, they can choose a variety
paths—based on their interests and skill levels—toward slaying a dragon or
defeating an enemy.
Then many of these same students walk into their classrooms and sit at their
desks to absorb one-size-fits-all lessons or, if they’re lucky, instruction
aimed at the high-, mid-, or low-level learner. And in many cases, there is
little, if any, technology integrated into those lessons.