e-Learning is coming of age. Video, virtual reality and gamification have been used to deliver e-Learning material for a few years now. The results are in, and organisations are counting their return on investment.
Employees are interested in content when it’s delivered in an exciting and engaging way. They are showing better rates of retention and willingness to complete e-Learning courses whereas, in the past, dull training courses usually caused groans and procrastination.
In 2018 we can expect to see improved technology and innovation in these three mediums to enable e-Learning producers to create more innovative programs and excellent learning outcomes.
There is no doubt video can edutain the viewer Moving images and sound means video can draw them in to provide the information they need. Extended eLearning programs can be broken down into short, sharp videos that are more digestible as topics or modules.
Video is becoming easier for any organisation to produce. Simple, short videos can be made to an acceptable standard with only a mobile phone and basic editing skills. One industry leader predicts organisations will be planning to use more video snippets (microlearning) to get the message out. People are used to learning this way – If they have a repair job to do at home, they will watch a video on YouTube for a few minutes to find out how to do it. If you serve content in the same format in the workplace, it’s sure to engage.
The trend of using 360-degree video will also continue for organisations wanting to educate the viewer with a panoramic view or immersive video.
Virtual & Augmented Reality
While virtual reality has been around for a long time in various forms, augmented reality is quickly becoming popular. Augmented reality is where images, sounds and text are superimposed over the real world as in the movie Minority Report and the Pokemon Go app. Augmented reality adds to the world we see whereas virtual reality creates computer generated environments that the learner can interact with and be immersed in. Virtual and augmented reality are used for gaming and movie experiences.
With the cost of glasses and headsets coming down in price, this form of eLearning is expected to grow in popularity as more organisations can justify an experiment in the technology and find new ways of devliering eLearning.
Scenarification is set to increase in popularity because it allows for trainees to be placed in a scenario that simulates a real-life experience. For example, a police officer could receive field training in a variety of situations in just one session without moving from the screen.
Gamification has grown in popularity in the last few years, and the trend isn’t about to stop now. Gamification is an engaged learning experience that can change an employee’s mindset from ‘have to’ complete this eLearning to ‘want to’. This often results in better knowledge retention – gamification can increase employees’ ability to learn by 40%.
Gamification is often used for onboarding, compliance training, skills enhancement and behaviour change.
An effective gamification program will capture a student’s attention, teach and challenge them while engaging and entertaining them. It provides the student with instant feedback and prompts behaviour change.
It is expected that employers who have seen the success of gamification in new eLearning courses will gamify existing traditional course material. Compliance courses, procedural, sales and product training can all be ‘gamified’ to make employees want to complete them.
If you are keen to use video, virtual reality or gamification as part of your next eLearning production, give James from Epistudios a call on 0466 113 251 or email firstname.lastname@example.org.