Task Design or Tech?

Giving Pupils More Screen Time – The Dilemma

As someone who has spent many years teaching and leading in areas of significant deprivation, I’ve seen first-hand how technology can both empower and distract. I’ve led curriculum reform, supported families, and worked with brilliant teams to ensure that our children get the best possible start in life. So when I read Karl McGowan’s (MRMICT) recent blog, “Should Tech Become the Task?”, I felt compelled to share it — not just because I’m featured in it, but because it speaks to a tension many of us feel in education right now.

Karl’s writing is honest, evidence-informed, and refreshingly grounded in pedagogy. He doesn’t reject technology — far from it — but he challenges us to ask better questions. Are we using tech to deepen learning, or to dazzle? Are we designing tasks that build schema, or ones that entertain? These are questions I ask myself daily as I refine and improve our curriculum-aligned VR sessions.

We know that connection, language, and play are the foundations of learning. Tech can support these — but it must never replace them. I’ve seen the impact of overstimulation on young children, and I share Karl’s concern about dopamine desensitisation. We must be brave enough to slow down, to prioritise clarity over novelty, and to protect the cognitive integrity of our curriculum.

Striking the Balance

I’m proud to be the co-founder of EduPeople VR, as Karl mentions, because we are committed to meaningful innovation — not gimmickry. We are qualified, experienced and successful teachers – not just presenters of engaging content.

EduPeople VR …an educational VR experience provider run by Justin Peoples – a former headteacher and incredibly thoughtful practitioner. He is passionate about creating VR experiences that are memorable but meaningful, which is why I am assisting him in the design of high-quality tasks to work alongside the experience. This ensures rigour while taking children to places they wouldn’t ordinarily be able to go.”

The VR content we use is either: real footage shot in 4k, or photorealistic CGI. Most importantly, our historical images and videos are FACTUALLY AND HISTORICALLY ACCURATE. We pay a premium to work with partners such as archaeologists who have surveyed the ancient sites and led teams of 3D modellers to recreate an accurate image. It’s like the difference between using a cartoon image of Ancient Greece resembling a Minecraft world or using a high-quality primary or secondary source. There’s no comparison!

Read the Full Article

Please take the time to read Karl’s full article below. It’s a powerful reminder that in a world of endless possibility, purpose must come first.