In the earlier course design phase of work, you’ve likely identified a range of learning activities, some of which might be enhanced by media – for example; a detailed diagram labelling the circuitry of a silicon chip; video dramatizations of a performance management conversation; an interactive model of blood flow.
It's very easy to fall into the trap of using media in an arbitrary manner – e.g. lots of decorative (but unnecessary) images; lengthy ‘talking heads’ video that could convey the same meaning via written text; an excessive number of full-length lecture captures – included only because they’re available assets; or a novel technology like Virtual Reality – used in ways that have little educational value. When media is used to genuinely help students grasp concepts, it adds to a rich student experience. However, when media and digital tech are used excessively as ‘window dressing’ or for novelty's sake, it can become a distraction and a barrier to attainment. For these reasons, it’s arguably better to make decisions on the right tools or media after you’ve identified the educational worth of a learning activity.
Media and digital technologies can have an impact on students who are differently-abled. Examples might include the use of educational graphics with no ‘ALT’ text to allow screen reader to describe images to partially-sighted students; reliance on dated software applications that have few keyboard commands to help students with motor-neuron difficulties who struggle to use a mouse or trackpad; cluttered interfaces and poor colour composition on pages that overstimulate neurodiverse students. Most aspirations to use media and tech can still be considered inclusive with a little thought and reasonable adjustments.
Whilst A.I. has dramatically reduced the cost for creating graphical and film media, if the aim is to create an authentic and rich student experience with media and digital tech, it can be well worth working with specialists like graphic designers, video producers and ed-tech engineers to produce media that serves the course's educational goals.