A human's brain can comprehend information faster than normal, "real-time" speech.
In-person instruction is paced by the natural speaking and/or demonstration of ideas, facts, and processes. An in-class college "lecture" is an example of this kind of instruction. As a student sits in a "lecture," they listen and watch the instructor. After 50 minutes, the lecture is over. I refer to this type of instruction as "real-time education." The educational bandwidth is paced by the instructor's voice, or by the "live" demonstration and movement of the instructor and associated resources. For example, if the instructor is demonstrating some software, like Excel, or even browsing the Internet, the instructor can only go as fast of their hand can move, or the speed of the Internet connection. If errors occurs in the computer demonstration, it takes time to redo or fix these errors. The instructor's speech contains pauses and other voice disturbances, such as coughing or sneezing.
In our modern world, multimedia items (e.g., pictures, audio, and video) are in computer-digitized formats. Once in digital format, these resources can be edited and improved. For example, a picture that is not quite correct can be improved with image-editing software, such as Photoshop. Audio and video can be edited to remove "space," unwanted sounds or motions, and mistakes. Furthermore, some motion can be sped up, such as any software being demonstrated, making it look better, and shorter in length. Through digital editing, one can improve instructional materials and even compress (or expand) time, without any sacrifice to content. This gets us away from "real-time" instruction. It has been known that a human brain can acquire and process information faster than "real-time," and can "multi-task."
The Time Warp-Ed technique capitalizes on the ability to alter real-time, digitally, and typically compress time. If you can image instruction, going from point A to point B, as as straight line (or straight wooden stick), digital instruction can squish this straight line (a warped stick now is shorter between end points.) By "warping" this straight line, one can dramatically increase the educational content bandwidth, utilize the brain more effectively, and make education more time-efficient. This Time Warp-Ed technique manipulates time and results in students learning more material in less time.
Examples of Time Warp-Ed Educational Materials
Crispy_Skinned_Salmon - Recently, I came across an example that illustrate my general Time Warp-Ed technique. To teach someone to make a meal, in real-time, might take several hours. This video demonstrates that by carefully producing videos, one can education their audience is a very short amount of time. As you watch this video, consider how long this would take to do in real, or normal time. Alternatively, someone might give you "written" directions, as in this recipe. (12/2017.)
As another example, Apple's Special Events, when done "live" used to be about two hours. During COVID-19, Apple's pre-recorded Special Events take only 50 minutes, with what I believe is equal, or better "information." Apple's pre-recorded Special Events are very "crisp."
These videos have been carefully edited. When I used to do these in-person, they would take at least three times longer than what you will observe in these videos.
Items Shown and/or Referenced in my Original Presentation (OLC Conference)
Definitions for "Time Warp"
Definition From Merriam-Webster
Time warp : an anomaly, discontinuity, or suspension held to occur in the progress of time
Any distortion of space-time
A time warp is an imaginary spatial distortion that allows time travel in fiction, or a hypothetical form of time dilation or contraction.
Time warping, the property that the timing of a sequence of events may not be regular, addressed in computational sequence comparisons via a dynamic programming algorithm.
Asynchronous reprojection, also called time warp, in virtual reality headsets.