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The Future of Education

1/15/2026

You open your phone to check one message. Half an hour later you're still scrolling.

That was not the plan, but the feed was designed by people who understand how attention works. Variable rewards, endless scrolling, and persistent notifications keep you there. We call it engagement, though much of it is simply capture.

The same understanding of attention could help people do what they already wanted to do. A learning experience can hold someone’s focus without exploiting it, helping them finish a course or stay with a difficult subject long enough to improve.

That is where I think education is heading. We do not need an endless supply of new videos. We need learning experiences that can compete with the products already fighting for our attention, while remaining accountable to the learner’s goals.

We already have more educational content than anyone could consume. Much of it is excellent, but content alone has a ceiling.

Videos can explain what to do. Learning takes hold when you attempt it, notice what went wrong, and adjust. The task should stretch you without leaving you lost. That requires interaction rather than observation alone.

Games handle this well. Millions of people master demanding games because those games respond to every action and introduce difficulty at a deliberate pace. Players always know what they are trying to accomplish and can see the consequences of their decisions.

The useful question is not how to produce more lessons, but how to give learning that same responsiveness. Gamification is valuable when it borrows these design principles rather than adding points and badges to an unchanged course. A physics lesson should help the learner make visible progress before another algorithm pulls their attention elsewhere.

Immersion offers another possibility.

Most people learn on the same devices that carry their distractions. The screen running a course also offers messages, social feeds, and easier alternatives at any moment.

VR can replace that screen with a space designed for the subject. A learner can enter a laboratory, handle equipment, or repeat a risky procedure without the real-world cost of failure. The benefit is not novelty. It is the chance to learn through action in a focused environment.

I saw this potential at Langara, where we built a VR application for educators. It placed them in a virtual childcare setting so they could practise difficult conversations and receive feedback safely. The application was not perfect, but it allowed a kind of focused rehearsal that a video could not provide.

This does not mean replacing teachers with VR. Immersive environments can provide a place for practice, while teachers supply judgment, context, and human support. AI and adaptive systems could adjust those environments as a learner improves instead of forcing everyone through the same sequence.

These tools can still be used to exploit attention. Good intentions do not prevent manipulative design, and educational software should be judged by what it helps learners achieve rather than how long it keeps them logged in.

The future I want combines responsive design, immersive practice, and systems that adapt to the learner. Its central question should be, “How do we help this person get where they wanted to go?” That is a better measure than time on platform.

That is the future I am building toward. Technology should support the classroom and the people in it. Used well, it can turn devices that fragment our attention into places where sustained learning becomes possible.