Gamification and game-based learning are finding a firm footing in the eLearning industry. With an expected growth to USD $5,500 billion in 2018 from USD 1,707 billion in 2015, it is clear that gamification techniques are helping learners understand more effectively and efficiently. Just like how game elements are making learning interesting and hence more effective, game-based assessments are climbing in popularity as a modern method of eLearning assessment. Game-based assessments involve the application of game design to measure the learner’s competency at the end of a module. Game-based assessments, to put it simply, are a fun way to examine learning effectiveness and manage to take the fear associated with assessment tests out. Additionally, game-based assessments can improve module efficiency by providing greater insights into learning progressions to determine learning gaps and identify areas of improvements.
Today over 77% of companies in the U.S are leveraging eLearning to help employees reach their full potential at work. Those adopting eLearning have also noticed that eLearning courses today are becoming increasingly interactive. Well-designed interactive courses can take ordinary learning modules and completely transform the learning experience. Using interactive elements helps in better understanding and better retention of the learning material. Interactive elements in the form of quizzes, animations, simulations, video and audio help learners gain a deeper understanding of the subject and achieve desired results.
Unless you’ve been living under a rock, you must have heard of Pokemon Go. The Pokemon craze is everywhere! For those who are still uninitiated, Pokemon Go is a location-based mobile game where the player is represented as an avatar on a map of where he/she is standing at the present moment. The player gets to see the entire map of the area complete with roads, water bodies, stores etc. and has to battle, capture and train virtual creatures that pop up on the phone screen. This game makes the physical world the ‘board’ on which the game is played and provides the player with an immersive gaming experience – after all, the player is ‘in’ the game isn’t it? This game has been downloaded by over approximately 40 million people globally making it one of the most popular mobile games ever! It is also a great example of how augmented reality can be used in games and will perhaps, in times to come, be called as the game that unlocked the potential of this gaming genre. This blogpost, however, is not about the game or augmented reality. This blogpost is about the lessons that eLearning professionals can take away from this popular game.
Corporate training has assumed more importance to create more skilled resources in the face of rising business complexity. Corporate training programs, however, have undergone a sea of change over the last couple of years and have become more aligned to the goals of an organisation. The format of such training has also changed quite dramatically. Gone are the days of droning content or classroom style of teaching. Today corporate training is more structured, interactive and engaging and also more goal-driven. In 2014 alone, U.S corporations spent close to $164.2 billion in their corporate training initiatives with the average spend being USD $1,229 per employee! Given these numbers, organisations have to ensure that their learning initiatives produce the results that they demand.
You learn more when you are having fun- Agree? Well, most would, considering the fact that an increasing number of learning providers are looking at games to make learning engaging, interactive, and fun. In this context, use of gamification has increased substantially in the eLearning industry and is expected to touch USD $2.3 billion by 2017. The use of gamification has increased mainly because it increases a sense of competitiveness, allows instant feedback, and enables instant gratification with the help of badges and rewards. Given these obvious advantages, gamification is moving away from the arcade-like experience they provided in games from the early 90’s such as Reader Rabbit or Mario Knows Typing and are moving towards providing an immersive experience.
However, to use gamification effectively, you need to have a strong strategy in place that can effectively aid the learning process. Here’s a look at 10 dos and dont’s when you want to use gamification for your eLearning program.
Can you think of a time when there was no Facebook or Twitter or any of your other favorite social media channels? Over the past decade, social media has become an integral part of our daily lives. Voices that predicted that social media will be just a passing fad have now become quiet as social media networks firmly establish their roots. According to a survey by Statistica, there are about 2.22 Billion active social media users across the globe. This number is expected to touch 2.72 Billion by 2019! With an increasing number of users, it is no surprise that businesses have adopted social media as an integral part of their marketing strategies. The social connect has permeated into the eLearning industry as well because it allows students and instructors interact at a closer level and can promote greater learning when used well. Social media can be used to promote educational material, promote discussions after lessons, and also collaborate with a wider network of people who could be located anywhere across the globe.
But just like everything else, incorporating the social element in your eLearning plan requires some strategic planning. In this blog, we take a look at how to effectively use social media in eLearning.
Big data is no longer a term that is associated with large-scale technical industries alone. Just like banking, finance, healthcare, marketing etc., eLearning too is integrating Big Data into the classroom and workplace to make learning more immersive and personalized. As the proliferation and adoption of mobile devices continue to increase, eLearning providers get more opportunities to utilize data to gain insights into the effectiveness of their course content and learning strategies and make their courses more efficient and effective.
Big Data has firmly planted its feet in the enterprise. According to an IDG report, almost over 80% of enterprises and 60% of small businesses already have implemented or are planning to implement Big Data initiatives within their organizations.
Mobile learning is a form of distance education where the user can learn at their own pace and time through personalized electronic devices. With smartphones getting smarter, increased mobile adoptions and versatile mobile connections, mLearning also sees a northward trend.
In 2015, the global mLearning market reached an approximate USD $8.7 billion and it is estimated to cross $12.2 billion by 2017. A report released by Towards Maturity, states that almost 47% of organizations are leveraging mobiles to provide online training and development.
In the current scenario, mobile is the Man Friday in organizations and sectors to improve productivity and improve business functions. Online learning too is taking the mobile pathway to ensure easy access to learning.
The global eLearning market is on a northward trend, growing at an annual compounded growth rate of 7.9% and is expected to USD $51.5 billion by 2016. It is clear that eLearning is expanding year on year because organizations and educational institutions see the advantages of self-learning and ongoing education. The growth of eLearning can also be contributed to the need for anywhere anytime education, greater internet adoption, faster bandwidth, the growth of smartphone, and technology advancements. Instructional designers have played a key role in aiding the eLearning revolution by working behind the scenes to change the structure of the eLearning universe as we knew it.
Technology has permeated every aspect of our lives and with that, there has emerged a new wave – that of personalization.
Take a look around you…the concepts of ‘one-size-fits-all’ and ‘standardization’ are gradually bidding us goodbye and we are ushering in the era of ‘personalization’. Thanks to technology today, what we want is what we get- making any product or service more endearing and appealing.
Almost all sectors, be it retail, healthcare, manufacturing, banking, services etc. are leveraging personalization to build customer relationships. Given the impact that personalization has made its way in almost every industry, can eLearning be far behind?
Rudyard Kipling famously said, “If history was taught in the form of stories, it would never be forgotten.”
Stories have played a great role to facilitate learning since early childhood. Remember stories like ‘The Boy Who Cried Wolf’? Almost all children learnt the importance of telling the truth from this story alone.
While stories have been used to drive home important messages and impart learning from time in memorial, they surprisingly do not find much place in the adult education system.
Here, we are mainly focused on learning objectives and evaluations. However, education, especially eLearning, can leverage storytelling as a powerful tool to create memorable learning experiences by engaging, entertaining, persuading, and motivating a learner. While keeping the focus on learning objective, style guides and evaluation methods etc. are certainly non-negotiable, weaving in a story in the eLearning program is also essential to ensure that the eLearning module is not just a box ticking exercise one where the learning provided is forgotten as soon as the assessments are completed.
“Tell me and I forget, Teach me and I may remember, Involve me and I will learn”
In these few words, Benjamin Franklin has aptly put together a world of information for educators. Learning has to be immersive in order to be effective. In case of eLearning, this is all the more important to ensure that it delivers great results.
There are many components that go into making a great eLearning course. The content, use of videos, visuals, multimedia etc. are all very important. However, the failure to create memorable learning experiences will not only result in disengaged learners but will also derail the ultimate objective of the course.
In this blog, we take you through the seven commandments necessary to make lasting and memorable learning experiences.
An eLearning course, no matter how interactive it is – usually depends on few basic elements. These elements are:
- Navigation panels
Any interactive course will involve a mix of these elements. Some advanced courses also incorporate videos and audio in it. However, no matter how advanced a course is, the user can move to the next screen/scenario by means of the Next button in the navigation panel.
In all these basic settings of eLearning courses, Parallax technology came as a whiff of fresh air.
Managing people is one of the most important aspects of project management. In all my years of experience, I have come across a lot of Project Management Material which seem to be focused on the strategies on timelines, milestones, deliverables, etc. However, I am personally fascinated by the human interactions in the professional world and their impact on the project as a whole.
In this blog, I will cover the importance of people and people management in projects, common errors while managing projects, and a manager’s role in managing people.
One of the aims of Managing Projects via People is to exhibit the necessity of managing people for successful completion of a project, identifying groups and individuals whose appropriate involvement in a project is important for its success, and considering strategies to maximize their (people) contribution to a project.
Adobe captivate 8 is a powerful tool to create device-friendly engaging and interactive eLearning courses. It gives author the liberty to create mobile learning courses using responsive authoring. And all this can be done without the need for programming!
The new intuitive user interface allows the author to convert the static PowerPoint presentations into engaging eLearning courses using actors, voices, quizzes, interactions, and what not. The versatility of HTML5 allows you to deliver content on any device; mobiles, web, desktops, and leading LMS’s.
After using captivate for the last few months, and creating more than twenty eLearning courses, I am now in a position to talk about the advances and glitches of the tool.
Multi device learning – is the new trend that everyone is speaking about – whether it’s a European client or an Australia or someone from the south-east Asia.
It has been proven by various researches that on an average, a person uses 3 devices out of laptop, desktop, tablets and mobile phones. Hence, designing for multiple devices is a key for L&D function as they do not want the learners to restrict themselves to 1 particular device.
Yes, all good and nice.
However, for many who have recently started their journey towards this way of learning are surrounded by some myths.
Multi device learning is not about developing one course and running it on various devices. It needs an altogether different strategy for development so it still holds the pedagogy.
Andragogy is the science of teaching adults. It comprises of the learning strategies, techniques and methods that are essential for adult learning. This term was first coined by Alexander Kapp in 1833, however, it was popularised by an American educator known as Malcolm Knowles.
In this write-up, we are going to cover the psychology of adult learning, the basic principles and assumptions of the same, Knowles theory, and how do we develop ELearning in accordance with the andragogy principles.
Adult learning is very different from child learning and hence the methods implied for the same are also very different.
According to Merriam Webster’s dictionary, “Psychology is defined as the mental or behavioural characteristics of an individual or a group.” It affects the learning of the individual and their perception about the phenomenon and happenings around them.
Learning on the other hand refers to the change in behaviour or attitude based on acquiring new knowledge, skills, opinions, and values. However, it is not necessarily linked to performance, which is the application of ‘learning’ in one’s daily life.
“Online learning is not the next big thing, it is now the big thing.”
Though we are in the space of eLearning since a decade- delivering high quality off the shelf courses and developing custom content for our own needs, it was our first year to offer custom development solutions to our global clients.