The Knowledge Review The 20 Most Innovative STEM College and Universiti | Page 37

Interfacing with the Society through the Classroom Touch Point It has always been the universal notion that learning can take place only in a classroom. Classrooms are designed to create a controllable environment where learning can take place through well-directed focus. Using classrooms as the primary “touch point” for learning creates many hitches. The system that regulates the classroom also controls the time when learning can take place, the students who will participate, the media used, the tools, the pace, the subject matter, and in most of the cases, the results too. However, the classroom-centric education system does not necessarily define a robust learning environment. Learning takes place from the moment a person wakes up in the morning until he/she goes to sleep at night. In fact, learning continues even while a person is sleeping. Certainly, some topics like math and science require a more structured form of education for some students to grasp the information being conveyed, but learning is not solely dependent upon a classroom. In some cases the classroom may be an optimal environment for learning to take place, but most often it is not. To inculcate knowledge faster and better, some of the new and important touch points for our mind include our computers, video magazines, handheld televisions, electronic newspapers, cellphones, video games, MP3 payers, artwork, and much more. The pace of change around us is mandating that we produce a smarter, faster, and a better grade of human being. Existing old conventional systems are preventing that from happening. Future education system will rise-up with the advent of a uniform and rapid courseware-builder along with a single point global distribution system. Typically, students are required to achieve both breadth of knowledge across disciplines and depth of knowledge in a particular chosen subject area, particularly known as a major. For this reason, students studying Arts or Humanities are required to take science courses, and vice-versa. There is a dire need for a standard architecture defining an organic courseware module. The software needed to build such courseware is also required. Technologically thinking, one solution to these could be a participative courseware-builder that allows the general public to create courses on any conceivable topic. We expect many companies will attempt to solve this problem, but the market will quickly gravitate towards the one it likes best, and yet again, we’ll bound ourselves to a system, though a re-invented and a better one. T R October | 2017 T H E N O W L E D Education. G E R Innovation. E V I Success EW