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  • The Use of New Technology in Organizational Learning Process

    I Learn, You Learn, We Learn

    Presented By: Nailah Steadman, Najah Ghani, Helwa Qasem, Gaurav Dey, Sean Rupert, Unood Adnan

    1

  • 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.

    I Learn, You Learn, We Learn 2

  • Survey Results

    I Learn, You Learn, We Learn

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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:

    3

  • Survey Results

    I Learn, You Learn, We Learn

    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

    0

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    Effectiveness of Learning Methods:

    4

  • Survey Results

    I Learn, You Learn, We Learn

    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:

    5

  • E-Learning

    I Learn, You Learn, We Learn 6

  • 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.

    I Learn, You Learn, We Learn 7

  • I Learn, You Learn, We Learn

    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%

    8

  • I Learn, You Learn, We Learn

    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.

    9

  • I Learn, You Learn, We Learn

    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

    10

  • Gamification

    I Learn, You Learn, We Learn 11

  • Find Out Your Knack

    I Learn, You Learn, We Learn 12

    8 minutes

  • 13I Learn, You Learn, We Learn

    10 minutes

    End

  • What is Gamification?

    I Learn, You Learn, We Learn

    (TechnologyAdvice.com, 2014)

    I Learn, You Learn, We Learn

    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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  • 15I Learn, You Learn, We Learn

    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.

    Knacks Games

  • Why Gamification?

    I Learn, You Learn, We Learn

    Fun and Enjoyable

    Instant Feedback

    Capture AttentionEngagement Generator

    Safe EnvironmentDrives Innovation

    Emotional Benefits

    Knowledge Retention

    Cognitive Benefits

    16

  • Gamification in the Workplace

    I Learn, You Learn, We Learn

    Attraction, hiring and Onboarding

    Retention of employees

    Learning and Development

    Engagement and Collaboration

    Boost Performance and Productivity

    17

  • Examples of Gamification

    I Learn, You Learn, We Learn

    Brain Training

    Customer Service Assessment

    Detectives Training

    Innovation Assessment

    18

  • Social Media

    I Learn, You Learn, We Learn 19

  • I Learn, You Learn, We Learn

    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.

    20

  • I Learn, You Learn, We Learn

    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)

    21

  • I Learn, You Learn, We Learn

    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)

    22

  • I Learn, You Learn, We Learn

    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

    23

  • I Learn, You Learn, We Learn

    Our Active Social Media Accounts

    24

  • Micro-Learning

    I Learn, You Learn, We Learn 25

  • Augmented Reality

    I Learn, You Learn, We Learn 27

  • I Learn, You Learn, We Learn

    What is Augmented Reality?

    Is the real time delivery of digital information to enhance the physical experience

    The layering of reality with virtual reality

    28

  • I Learn, You Learn, We Learn

    Who is using Augmented Reality (AR)?

    Manufacturing, Maintenance & Repair Entertainment

    MilitaryMedical

    29

  • I Learn, You Learn, We Learn

    Who is using Augmented Reality (AR)?

    Retail

    Automotive Real Estate

    TourismTourism

    30

  • I Learn, You Learn, We Learn

    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.

    31

  • I Learn, You Learn, We Learn

    T H A N K Y O UC R E A T I V E P I T C H D E C K

    32

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