3 Great Learning Technologies, Right Now – In Short

How do you learn new stuff?

Do you sit and read every word of a book, do you watch a movie about the subject, or do you play to get new knowledge?

There are plenty of ways to learn, and if you are not already involved in the world of learning technologies, you’ll now get a quick insight in the three major directions in the market right now, from Learningbank’s Chief Learning Officer, Anders Juul.

1. Gamification

 

Definition: The use of game mechanics in a non-game context.

Pros/cons: “Gamification can create a greater involvement when you learn new stuff. At the same, it takes a bit more time to develop gamification – but it is often worth the wait.”

Example: A hygiene course, which is reconstructed as a game, where you have to fight bacteria with your knowledge, instead of reading a heavy PDF filled with text.

2. Micro Learning

 

Definition: Little learning bites, which fit in to a busy life, and won’t last more than 3-5 minutes.

Pros/cons: Micro Learning has the advantage of being super accessible. The disadvantage is, that you won’t be able to create the same universe and involvement, that you can with gamification.

Example: A quick work environment module with few questions and answers. The question could be: “The IT Department has left a bunch of wires after installing new computers in your section – What do you do?”

3. Just-in-time Learning

 

Definition: Learning, which is accessible by hand, when it fits you to complete it.

Pros/cons: “Just-in-time-learning has the advantage, that it could be very relevant because you get what you need to know when you need it. On the contrary, it can be challenging to manage in an LMS.

Example: A learning module, which is accessible on your smartphone, which you complete on your way home in the subway, instead of on your work PC in a specific time.

The learning trends are not necessarily static, closed systems, but can be combined. For example, Learningbank often combines gamification and just-in-time learning, where the users get game-based training, which is accessible wherever, and when it fits the users.

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