On the eve of the new year, the question arises: what will be the trends in e-learning?
In reality, nothing revolutionary or that we don't already know. However, the advent of artificial intelligence continues to evolve digital practices: the uses are reversed and tend towards a highly personalized training, perfectly adapted to each person. Here are 6 trends to expect in digital learning for 2019.
If a few years ago the term gamification was only known by a handful of "geeks", it has now become a must in the digital world. In short, gamification is defined by the contribution of codes related to the world of video games to new sectors that were - a priori - not concerned. These codes can take the form of point systems, rewards, playful storytelling, challenges...
Gamification desacralizes the myth of the ultra-serious, scholastic and framed learning that has always been in place. According to a study conducted by Gartner Research, 79% of participants believe they would be more productive and motivated if their learning environment was more fun.
In addition, gaming would increase employee engagement by 60% and employee productivity by 43%.
Virtual reality & augmented reality
Living is the right word to evoke virtual reality. Because yes, while not all sectors require the same kind of innovation to be formed, for others on the other hand, it is a real revolution. When we talked about immersion in gaming, it was nothing compared to the power of virtual reality: the screen in our helmet becomes our world, in which everything is allowed, from everyday situations to the most bizarre.
The training given in virtual reality is interactive at 360°. Hence the interest in recreating exceptional situations, especially for physical jobs where dangerous conditions are difficult to put into practice. Thus, in addition to limiting risks, the company saves time and money.
Indeed, the use of virtual reality headsets is ultimately much more economical and rapid than the deployment of equipment and trainers. The idea is also appealing to many companies in all sectors, such as sports, commerce, engineering, medicine, etc. While a few years ago, most were reluctant to integrate it, virtual reality is now being seriously considered by large companies and SMEs alike.
Another technology in which companies and training organizations are taking a close interest is augmented reality. Unlike virtual reality, augmented reality merges real and virtual. An example is Pokémon Go, a game that integrates virtual elements into the player's environment. Overall, VR and AR share the same objective: to put the employee or apprentice in an X situation in order to directly integrate the practice and thus increase performance in the end..
UX side (user experience)
The 3Bs: Good content, Good time, Good person are the key words to designate a "Netflix" style platform: the learner only has access to content that is likely to interest him/her. This makes it possible, on the one hand, to simplify the interface by eliminating elements that do not concern him, but also to personalise his preferences as much as possible. In the past, if the learner had to adapt to the training, due to time, place and schedule constraints, the trend has been reversed in recent years, to make the learner the master of his training.
Why is this good? Because if the learner decides himself when, where and what training he wants to follow, his motivation is automatically increased at that precise moment, since it is his own choice.
What are the limits? Training in one's free time is not innate to everyone: if we leave too much freedom to the learner, there is a risk that he will not have the reflex to want to train, and therefore, that the training will be null and void.
Rapid learning is not new: it has developed in particular with mobile learning, with the aim of producing content quickly and enabling the learner to "acquire skills" instantly. Globally, this translates into (very) short e-learning modules, condensed to offer only the essentials. While this was already a trend in 2018, the modules will be further reduced in 2019.
Why is this? First of all, for the sake of adaptability to the learner's schedule. We had already mentioned this point, notably in our White Paper on mobile learning: today, training must adapt to the learner's schedule. Thus, short and condensed e-learning sessions are more motivating for the learner, because he knows that he can follow his training on short free time, and that he will be able to complete it easily, unlike longer e-learning sessions, which are rarely finished.
From "rapid learning", we move on to "fast learning": modules of less than 5 minutes, which allow us to create the content quickly, and thus produce more. Nevertheless, the pedagogy that results from this type of learning remains extremely limited. In reality, we cannot speak of "training", but simply of information or revision. In the end, it will be a matter of incorporating these ultra-short sessions in addition to other more complete sessions, either distance or face-to-face.
A teaching method that has been in vogue for some time, the trend towards adaptive learning as well as rapid learning will continue in 2019. Its goal? To take into account the individuality of each learner by adapting training courses according to the knowledge, results, preferences and objectives of each person. The aim is also to identify the weak and strong points of each learner.
Adaptive learning also means ultimately making the courses more efficient thanks to the setting of an intelligent algorithm: the steps vary as the learner progresses, for an adapted course. Since everyone learns at their own pace, the effectiveness of such modules is more important. The data is analyzed instantly so that the training can be adapted directly.
Why is it good? Because we are all different, individualization is de rigueur. It is therefore important that the training is in line with our rhythm.
What are the limits? Personalization has its limits. Let's not forget that the algorithm is not able to show empathy or to understand precisely what is blocking the learner at this or that stage of his training.
If the concept is not new (we wrote an article here), virtual classes tend to develop. Halfway between e-learning and face-to-face, the virtual classroom makes it possible to regain the support and interaction of the face-to-face... without leaving home. An effective way to recreate the atmosphere and teaching methods of a real class, only better: the groups are smaller, which allows for a close relationship with the trainer.
However, do not improvise yourself as a virtual classroom trainer. It is necessary to learn to master the tool beforehand and to take certain parameters into account before starting each session. Today, it is difficult to do without digital, whatever our sector: the virtual classroom is the perfect mix between traditional and e-learning.
And you, are you already a fan of these practices?