Web and eLearning: 8 trends to be kept under control
- Created: Tuesday, 30 June 2015 15:46
What expectations for the eLearning of the future? What are the trends to be kept under observation? And why do we insist on Total Learning? Here are the 8 trends that a professional must not ignore.
1. INTERNET OF THINGS
As argued by Samsung CEO Boo-Keun Yoon: the trend that will lead the high-tech world in 2015 will be the internet of things. We are already talking about domotics, smart cities, and smart organisations: the effort now is toward an open platform, made of devices that cooperate among themselves and developers able to explore and exploit them freely. If it is premature to talk about company training opportunities, it is instead necessary to begin asking ourselves how this will change our knowledge, the organisation of work and access to information, being able to count upon multi-device experience that guarantees continuity in different contexts.
2. TIN CAN API
Tin-Can is configured as a future tracking model that will go beyond some of the limits of SCORM, especially in a responsive environment: features are introduced that are oriented to respond to the needs of Mobile devices. In Tin-Can the eLearning content does not dialogue directly with the LMS platform but with an intermediate physical level called LRS (Learning Record Store). This will permit us to use content even with a non-continuous connection, for example in a train or bus, and to have complete tracking and updating whenever the platform connection is re-established. Today is a future that is coming about, but few platforms are really able to support this development.
3. MULTI-SCENARIO GAMIFICATION
Gaming is a preferential learning channel. The gaming models are so widespread and codified that they can be easily imported into training models: starting with a story, it is possible to adapt content and information in game scenarios, managing missions, avatars, points, levels, achievements, badges. The new innovation of 2015 will be the multi-scenario program. These are games that begin with a launch teaser, continue in books, are embellished on social media, become more concrete with physical gadgets, are expressed during dedicated events and through unusual and dynamic learning paths in a training experience that seeks to be holistic in nature.
4. SOCIAL LEARNING
Social learning refers to all the informal daily experiences in which people learn to model new behaviour. Even within organisations, individuals share spaces and discussions and informal experience through which knowledge and skills are generated. More and more, the LMS of today is taking advantage of the success of social media, offering functions to track even informal learning. In these systems, the individual person is finally at the centre, involved, active, and may measure and share results becoming a precious engine of management change.
5. AUGMENTED REALITY
Training experiences through the enhancement of sensory perception derived from information conveyed electronically and not perceived by all the five senses, is becoming a very near future. Experiments both in the field of Oculus Rift holograms and in reality slightly augmented with Google Glass, have continued, with diverse possibilities and restrictions. Even Microsoft has launched itself in this field, offering the HoloLens, a visor that uses a system of juxtaposed lenses, with an effect of realism that is very similar to what is obtained with holograms to guarantee a use that is free of obstacles.
6. INFORMATION SECURITY
The massive use of technology in training and company processes is urgently linked to the theme of information security: according to a study by CISCO, in Italy imprudent behaviour of employees is one of the primary causes of company vulnerability. One employee out of three believes that company security settings protect them from any risk. Company tools are used 68% of the time to do online banking and shopping. Some 64% of employees do not change their password frequently, while 55% use the same password for all systems.
The final frontier of mobile learning is wearable learning, of which the most well-known example is the smartwatch. This will change traditional training, supporting performance at the moment of need, being by nature informal and social. W-learning will be not only the most recent declination of “movement learning” but also and especially a way of consuming content which designers will not be able to ignore.
8. SMART LEARNING E REALTA’
The widespread diffusion of the smartphone, tablet and cloud systems has changed the way we learn, today identified with the term smart learning. This obliges us to make a profound review of the current training strategies as we are called upon more and more to emphasise learning content that is brief and easy, infographics and content with a strong visual feature, videos and job aids. Without forgetting an important fact: today in Italy, according to Demoskopea, some 25.5% of the population still uses traditional mobile phones.