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The Future of The Present E-learning: WHAT, WHY, and HOW

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The Future of The Present E-learning: WHAT, WHY, and HOW

Growth of e-learning is impacting both businesses and individuals in a significant manner.

Seventy seven percent of American corporations are now using e-learning and both the United States and Europe together use 70% of the world’s e-learning. Most of the businesses are now following this trend, as it makes a great financial sense. Research shows they save 50-70 % training costs when they switch over to e-learning from class-room based training. They save money because of the time saved.

On the other hand, e-learning provides learners with an impressive and effective learning experience. A lot of students and employees use e-learning to earn their degrees, build their knowledge base, and develop new skills. An increasing number of online courses are being offered to meet the ever-growing training demands. Thanks to the new trends in eLearning that have revolutionized the corporate training world.

Let’s look at the top 4 trends and how they benefit the learners to perform better.

Gamification

Gamification is the new trend in e-learning. Research suggests that the market growth of gamification is expected to reach the $1,707 billion in 2015 and the 5,500 billion in 2018.

What: Gamification is the concept of applying game like elements, principles and design techniques for engaging and motivating people to facilitate retention of knowledge. For example, we need not create video games to train the automation engineers. A simple game in which you can ask learners to identify the right tools and templates to be used at each stage could be effective. Giving scores and rewards and proper feedback for such activities goes a long way in motivating learners.

Gamification

Why: Organizations throughout the world are increasingly using game elements in their online courses to help their people overcome the stress associated with learning, and to provide a lively learning environment and improve retention levels.

Here is an interesting info-graphic that lists the various aspects you need to consider while designing gamified e-learning courses. 

Gamification

M-Learning

Mobile learning is a smart strategy and its popularity continues to grow. According to Ambient Insight, the mobile learning market is expected to reach $205.4 million by 2017. In this context, learning should reach out to learners globally through tablets, smartphones, and other advanced mobile devices.

What: M-learning is a learning and performance support that provides straight forward information to the learners to access when required. It is an enticing medium used by various organizations to impart training on specific issues at regular intervals to its employees. It improves employee performance as and when required when the task is at hand.

For instance, a busy medical representative, who needs to meet a physician, can quickly go through the required module (instead of all modules) of a particular drug on his mobile phone while travelling to the doctor’s clinic. This type of learning enhances the ability of the medical representative to handle the doctor’s queries effectively and convince the doctor to prescribe his company’s drugs.

M-Learning

Why: Learners are able to access the information in real time, apply it instantly, and it enables them to access bite-sized information at their fingertips, anytime and anywhere.

M-Learning

Software Simulations

Simulation-based e-learning solutions provide learners a chance to explore and practice on new software or other applications before actually working on them. This adds on to the overall success of the e-learning solution. According to Ambient Insight, simulation-based global revenue in 2012 was $2,364 million and revenue is expected to reach $6,648 million in 2017.

What: Simulation is the imitation of the operation of a real-world process. It is an effective way to teach new processes/software applications. SAP, Workday, and ServiceNow are some of the major software applications that require the simulation method of training. Simulations help learners to follow a watch-try-do method. In this approach, the learner first watches the steps, follows, and then tries the same in the course before using the software.

Software Simulations

Why: This method engages learners to understand the steps in an effective manner and makes the course interesting. It improves knowledge absorption and retention, and enhances the overall learning experience.

Videos: Videos are great tools and an effective medium of training at the moment. According to Forbes Insight, by 2016, 83% of organizations are predicted to use videos as part of their digital learning.

What: Videos provide opportunities to view complex or abstract concepts/places, which might not be possible in the learning environment. Videos can be used for product demonstrations, say for example, in a workshop. Videos may be used for software simulations to demonstrate the working of software. Videos may be used for orientations.

For instance, videos can be added as a ‘what’s in it for me’ component at the beginning of the course that explains the different work challenges faced by the learners. It then shares how these tools, templates, and checklists simplify their job life and how it also helps the company.

Videos

Why: Video content is very compelling because it engages the learners to participate in training. They are great tools to facilitate learning and they also help in holding learners’ interest and attention. They are accessible on multiple devices and as a result, the learner can view the video anytime, anywhere as per his convenience.

These are the top 4 trends/techniques that have revolutionized the corporate training world. Have you implemented all these techniques to train your workforce? We’d love to know from you.

Source for the statistics in the blog: E-learning Industry

View eBook on The Practical Guide on Custom E-learning

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