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Face-to-face learning

From The Learning Engineer's Knowledgebase

Face-to-face learning occurs when learners interact in a physical, shared space with other learners, teachers, and technology devices. Face-to-face learning is directly contrasted with online learning, where participants share a virtual space only.

Definition

Face-to-face learning (F2F or FTF) is a mode of learning when participants are physically present in a shared space to use an educational product or participate in educational experiences. With F2F, it is expected that through physical proximity, more information can be shared between participants and teachers, individuals can collaborate easier, and learners can be more richly immersed in the learning environment by using all of their senses.

Additional Information

Concerning the physical presence of the learner, face-to-face learning is the most common mode in the educational landscape across all industries. It is how K-12 classrooms have been historically designed, with learners having to physically be present in the classroom to learn. However, with internet-connected digital devices being widely available today, the conventional design of learning spaces has been changing dramatically, particularly after the COVID-19 global pandemic.

In-person, live F2F learning gives participants many unique benefits that are not possible in online or solo learning contexts. However, depending on the context, a F2F option may not be the best choice to meet the specific needs of the audience and achieve the learning objectives. Designers thus consider both the capabilities and constraints associated with F2F options when choosing which modality to use.

Benefits and capabilities of face-to-face learning
  1. Synchronous interactions. Learners can benefit from having live, real-time interactions with other people and computers in a F2F learning context. Many types of learning activities need the rich real-time interactions, dialogue, and observations provided through synchronous interactions.
  2. Immersion and embodiment. Immersive learning environments fully engage all of the senses of a learner and are said to be highly memorable as a result. By being in the same physical space, learners can be fully immersed in a space by using their eyes, ears, hands, and motion to participate in learning activities. Senses of smell and taste can even be applied in some cases. Most importantly, a fully immersive environment gives learners access to more information, allowing them to observe and participate in a way that is more intuitive and natural based on how human bodies are wired to function. Additionally, an immersive environment may be easier to maintain focus and attention if a person is physically present and not distracted by things outside of the immediate learning environment - although it is still challenging to maintain focus and attention in any F2F environment as well!
  3. Hybrid and blended learning. Hybrid or blended learning is a context that merges both F2F and online learning, making a F2F component only one part of the overall learning experience. Hybrid environments take advantage of both modes of presence to have participants interact either in person or online based on the strengths of each mode. For instance, some training programs may only realistically encourage physical presence occasionally but encourage ongoing online dialogue and interaction between learners for the duration of the program. Such hybrid approaches also give learners flexibility in the types of activities that they are most comfortable with.
  4. Low-tech or no-tech. Because F2F contexts do not require technology to operate, a learning activity might be low-tech or no-tech. Such situations can be helpful to people with lower access or fluency with technology. Some learning designs may purposefully decide to use little to no technology, such as those that subscribe to a disconnect commitment to help people hone their own personal skills without the use of technology, or alternatively to remove outside distractions, reduce complexity, and improve focus.
Challenges and constraints with face-to-face learning
  • Physical presence limitations. F2F learning is constrained by people's physical capacity to be at the same place at the same time. School learning is typically required for kids to attend, which has become a dominant part of most cultures around the world. However, after K-12 education has been completed, being in a specific physical space at a specific time may not always be possible. Hybrid and online approaches offer increased flexibility in reaching additional learners who may be unable to participate at a physical location.
  • Asynchronous interactions. Because F2F learning takes place in a physical location at a scheduled time, it is not feasible to interact asynchronously in such environments. Alternatively, online learning increases the possibility of asynchronous interactions between participants and teachers. Asynchronous interactions increase the flexibility of a person's ability to interact and participate in a learning environment, as not every participant's schedule is the same. This is particularly useful in the professional world
  • Solo and self-paced learning. F2F learning occurs in the same place and time for everyone, so self-pacing of work is not always possible. This is especially true in large classrooms where differentiation of instruction is possible, but becomes more difficult as the number of students increases (see scalability below).
  • Scalability. F2F learning modes do not scale well with larger numbers, as there are physical limitations imposed by the space on how many people can be present at any time. Additionally, any teachers or facilitators in the F2F context are limited in their ability to teach, sustain, and support only a certain number of learners. Online and distance approaches offer increased scalability for more people to learn without the physical limitations of space.

Tips and Tricks

  • When you are in the primary stages of planning an educational product and its scope, consider the requirements that a face-to-face learning environment would impose on your participants. If such an environment would be feasible for your audience, then a F2F or hybrid approach may be a good choice.
  • Consider how you might take advantage of online and asynchronous interactions to have your audience do activities. If your product happens in a F2F environment, consider how you might add online and asynchronous interactions to make the learning environment a hybrid one.

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