Want to create interactive content? It’s easy in Genially!
Learning in the Age of AI
abigail
Created on October 28, 2025
Start designing with a free template
Discover more than 1500 professional designs like these:
View
Essential Course
View
Practical Course
View
Course 3D Style
View
Minimal Course
View
Neodigital CPD Course
View
Laws and Regulations Course
View
Customer Service Course
Transcript
Learning in the Age of AI
Robert Kozma was right.
Start
By: Abigail Peña
"Media and learning are inherently intertwined"
In 1994, as if Robert Kozma were looking into a crystal ball and into our daily lives in 2025, he urged us to consider how to leverage the relationship between media and learning, as if anticipating the inevitable merge. For Kozma, it was not a question of whether or not media influences learning, he was ready to explore how it will transform the way we learn.
First, lets examine how we learn most efficiently.
The Learning Pyramid
Passive learning
20%
Read + Hear
40%
Active learning
See + Discuss
70%
Do + Teach
(Punni, 2022)
(Click here before watching)
Interactice Models for Learning
Key concepts of Punni's TedTalk
Click on each concept to develop it with a brief explanation of how this video supports Kozma's claim.
Technology and Learning are Becoming Inseperable
Immersive Media Enhance Engagement, Understanding, and Retention.
Media Shapes How We Experience and Process Information
Interactive AI Tutoring
Duolingo's AI Tutor
Personalized on demand lessons and feedback!
How Multimedia Supports Learning
Media influences learner engagement, motivation and cognitive processing (Mayer, 2021).
Guide Attention
Cognitive Load
Retention
Adapted from Mayer’s (2021) Cognitive Theory of Multimedia Learning.
Conclusion
Finally, to clearly answer this question: “In the age of AI and digital learning, does media shape how people learn—or is learning independent of the medium?” This presentation demonstrates how Kosma’s vision in 1994 to today’s world of immersive educational technologies, it is clear that media does more than deliver information. Media shapes the way we learn, and learners play an active role in their information acquisition. As learners interact, explore and learn with digital media, media become active partners in cognition, not just passive carriers as Clark argued. Kozma’s clear recognition of technological trends has become today’s reality, and as technology and education continue to merge, his urgency of understanding the inherent intertiwnement between media and learning is not only imperative, but deeply essential for designing and understanding the future of education.
References/links
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
Kozma, R. B. (1994). Will media influence learning? Reframing the debate. Educational Technology Research and Development, 42(2), 7–19. https://doi.org/10.1007/bf02299087
Punni, D. (2022, May 31). How immersive technologies (AR/VR) will shape our future [Video]. TEDxTUBerlinSalon. YouTube. https://www.youtube.com/watch?v=QcANba_1xg8
Thank you!
We are here to help you. If something was not clear or you want to delve deeper into a topic, don't hesitate to contact us. Your cuosity is also part of learning. Thnk you for taking the course!
So far we have learned
- Active Learning Enhances Retention
- Punni emphasizes that active engagement in learning activities significantly improves knowledge retention.
- Immersive Technologies as Learning Tools
- AR & VR in educational settings allow learners to experience simulations and scenarios that enhance their understanding and application of knowledge.
- Beyond Traditional Methods
- Move past lectures and reading. Immersive technologies offer opportunities for learners to engage in more interactive and experiential learning.
- Connection Between Theory and Practice
- Punni's talk is modern proof of Kozma's argument.
VR Simulations for Real World Scenarios
VR simulations allow learners to practice real-world scenarios safely and meaningfully. (e.g. medical students training through 3D simulations.) → This reflects Kozma’s claim that the medium can enable unique forms of learning that weren’t possible before, shaping both cognition and motivation.
Passive Consumption to Active & Immersive Participation
Punni shows that AR & VR change the way people interact with knowledge. Learners can now experience concepts rather than just read or hear about them. → This aligns with Kozma’s idea that media aren’t neutral carriers. They transform the cognitive process of learning by engaging multiple senses and forms of interaction.
Supports Retention By combining words and pictures to strengthen memory connections and long-term understanding. (e.g. Using relevant visuals helps learners recall concepts later)
Guiding Learners Attention By using visuals and audio together, you direct your learners attention and help them focus on key information you want them to learn. (e.g. Highlighting or animations that directs where to look)
AR Glasses and Immersive Tools
Punni envisions a future where these tools are integrated into everyday life, fundamentally blending digital media with how we think, communicate, and learn. → This supports Kozma’s prediction that the line between media and learning would blur as technology advances. Exactly what he foresaw in 1994.