Technology and Learning
Technology and Learning
Technology and Learning
Submitted By:
Microlearning
Real World
Gamification
Learning
Trends
Social Mobile
Learning Learning
1. Microlearning
Delivering content in small ‘chunks’ of content over time, has emerged as an effective concept of
learning. Neuroscience research shows that providing small bits of content enhances learning as
the millennials have arguably shorter attention spans. Google Primer is one such innovative
platform designed for businesses to develop skills through interactive lessons of just 5 minutes.
3. Mobile Learning
With increasing penetration of mobile devices, the learning landscape is witnessing the biggest
technological change. This has impacted the way interactive and engaging content is delivered to
the learners. Mobile learning enhances collaboration and social interaction, provides learning
opportunities that can be applied to relevant situations and allows learners to access learning at
their convenience.
4. Social Learning
Social learning is developed on the core idea of collaboration that engages employees and
enhances their decision making skills. It drives transparency and communication, thus reducing
the time-to-business and costs. Peer learning is mostly achieved through social learning using
either internal networking apps or social media networks such as LinkedIn and Facebook.
5. Gamification
Learners spend great amount of time with learning materials that use gamification techniques,
thereby engaging the learners in the process. Gamification integrates the learning elements in a
highly effective and engaging manner to deliver real-life situations in a controlled environment.
Domino’s Pizza created the Pizza Maker course using gamification to engage, assess and reward
employees for reducing on boarding time. This resulted to a significant increased speed to
competency, cost savings and decrease in customer complaints.
Strivr, a leading company developing virtual reality training programs, produced a curriculum for
Walmart training the employees for Black Friday shopping spree. The oculus rift headset puts the
employees in real-world scenarios where are asked to make simple choices on what they see. The
training was conducted in Walmart’s 200 academies in the US and trained 1,50,000 employees in
2017.
Conclusion
The future of learning is driven by providing access to learning through any device, any time and
from any place. Although technology addresses the issue of flexibility, it cannot overcome the
barriers of lack of time for learning and content design. It is critical to understand that learning can
be more effective using technology only if these conditions are met. Technology will definitely add
value to a learning process; however, practitioners must be clear on the purpose of the learning
before incorporating technology as a means. The success of technology implementation will be
determined by the match of the tool characteristic and purpose of training.
The adoption and evaluation of technology should be driven by the learner’s needs considering the
varying levels digital literacy among the employees. Learning is most effective only if it is relevant to
the employees and enables the employees to practice the skills learned.
Technology is definitely redefining the learning landscape; however, it should be applied to the right
context and should focus on the learner.
References