use of new technology in organizational learning process
TRANSCRIPT
The Use of New Technology in Organizational Learning Process
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Presented By: Nailah Steadman, Najah Ghani, Helwa Qasem, Gaurav Dey, Sean Rupert, Unood Adnan
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Learning Outcomes
Getting acquainted with different forms of
E-Learning methods and its use from
Human Resources perspective.
Introduction to innovative applications that can
be used to enhance organizational learning
process.
Enhance knowledge about E-learning and
M-Learning.
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Survey Results
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E-Learning Mobile Learning Gamification Social Learning Micro Learning
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Learning Methods
Good Moderate Weak N/A
• Rate You Knowledge on the following Learning Methods:
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Survey Results
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ClassroomLearning
E-LearningMobile
Learning
GameBased
Learning
Social &Collaborative Learning
Least Effective 0 0 1 1 0
Somewhat Effective 1 4 9 2 2
Effective 8 10 6 11 9
Very Effective 9 3 0 2 6
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• Effectiveness of Learning Methods:
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Survey Results
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• Rate your preference of e-learning over instructor - lead learning activities from 1 –4, with "1" being the most preferred and "4" being the least:
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E-Learning
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Implications of E-Learning in Organizations
E-Learning is a methodology that has been
evolving over time and is widely used by
organizations as it can have a very positive
impact on the Learning and Development
aspect of the business.
The training design of every organization is a key
element of by which a business is able to achieve
its goals, enhance the skills of employees and
improve productivity within.
E-Learning can be described as learning that is
mediated through technology for the purpose
of Training and L&D in organizations.
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Statistical Trends of E-Learning
(Ambient Insight, 2012)
DRIVEN BY RUSSIA
DRIVEN BY INDIA, CHINA, AUSTRALIA
0%
4%
8%
12%
16%
20%
NorthAmerica
LatinAmerica
WesternEurope
EasternEurope
Asia MiddleEast
Africa
2011-2016 Growth Rates by Region
16%
Annual growth rate of e-learning technology estimated to grow by 7.6% in 2016.
77% of Fortune 500 companies use online methods to train employees.
17%
9%
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Types of E-learning
Formal e-learning: Formal content
delivered through Learning Management
Systems with little or no interaction with
training professionals or peers.
Informal e-learning: Knowledge shared
through different technological platforms
such as, online forums, social media,
blogs etc.
Blended e-learning: Collaborative
learning activities and online learning
supported with face-to-face interaction
with trainers or coaches.
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Knowledge sharing and social collaboration through Social Media such as Facebook, LinkedIn, Twitter.
Bite Size learning through applications on smartphones is known as Micro-learning and Mobile Learning.
Virtual Learning such as Online Podcasts, Webinars, Cloud Computing/Integration, Augmented Reality.
Games and brain-based learning, known in the industry as Gamification.
Advances in E-Learning Technology
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Gamification
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Find Out Your Knack
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What is Gamification?
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(TechnologyAdvice.com, 2014)
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It is the application of game elements (mechanics) to
non-game contexts to encourage a specific behavior.
In simpler terms, Gamification takes the characteristics
we like about games and adds them to everyday actions
in order to make them more interesting.
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Meta Maze targets STEM-related traits & abilities.
Wasabi Waiter targets social and emotional intelligence.
Bomba Blitz targets leadership-related traits & abilities.
Knack games explore how you think, perceive, respond, plan, strategize, react, problem-solve, adapt, learn, persist and perform in a multitude of situations and dynamicenvironments.
Knack’s Games
Why Gamification?
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Fun and Enjoyable
Instant Feedback
Capture AttentionEngagement Generator
Safe EnvironmentDrives Innovation
Emotional Benefits
Knowledge Retention
Cognitive Benefits
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Gamification in the Workplace
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Attraction, hiring and Onboarding
Retention of employees
Learning and Development
Engagement and Collaboration
Boost Performance and Productivity
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Examples of Gamification
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Brain Training
Customer Service Assessment
Detectives Training
Innovation Assessment
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Social Media
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What is Social Media all about?
Social Media involves a vast number of tools that enables individuals to create andshare content and participate in social networking.
It has a great impact on the workplace as it can positively affect communications amongemployees, job seekers and customers.
Apart from being an effective marketing tool, Social Media is also used by organizationsin engagement activities and learning events.
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9.58 M
100%
5.4 M
56.4%
4.98 M
52%
4.60M
48.02%
Total Population Active Social Media Accounts
Active Social Media Apps
Active Mobile Social Accounts
UAE Social Media Statistics - 2015
(Global Media Insight, Jun 2015)
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2.58 million
24% 2.49 million
39% 3.73 million
27% 2.58 million
21% 2.01 million
18% 1.72 million
27%
Top Active Social Media Platforms
(Global Media Insight, Jun 2015)
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Why adopt Social Media?
• Improve knowledge sharing
• Improve communication
• Foster learning
• Provide more informal
learning opportunities
• Find resources more easily
• Boost collaboration
• Build organizational
relationships
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Our Active Social Media Accounts
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Micro-Learning
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Augmented Reality
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What is Augmented Reality?
Is the real time delivery of digital information to enhance the physical experience
The layering of reality with virtual reality
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Who is using Augmented Reality (AR)?
Manufacturing, Maintenance & Repair Entertainment
MilitaryMedical
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Who is using Augmented Reality (AR)?
Retail
Automotive Real Estate
TourismTourism
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Advantages vs. Limitations
• Allows the ability to leverage physical space as an addition layer of content
• Learners have more control of their learning -constructivist learning style
• Appeals to multiple learning styles
• High Engagement • Safe Environment
• Risk of Cognitive Overload• Aligning with established
learning culture• Infrastructure & required
technical expertise
VS.
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T H A N K Y O UC R E A T I V E P I T C H D E C K
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