The decentralized model
While many organizations have moved away from the paradigm of vertical management and move towards flatter management structures and greater involvement with the business line, in most companies I know, the L&D departments still maintain exclusive control and leadership of the entire process of training and learning within the company.
L&D today has the tools to share control. This implies letting others, such as HR, experts in the field and, in most companies, managers and middle managers (that is, those …
José Manuel Martín explains that it’s time to change the way we find and use our elearning content in our organisation.
For 20 years we have been following a model borrowed from our experience of education and learning, mimicking the philosophy of the university or school. That is, we’ve been offering our learners a catalogue of courses where they must register and navigate through the selected course and complete it.
But times have changed and we no longer consume content …
E-learning in 2017. Facts and trends.
This post originally appeared on http://www.josemanuelmartin.com/2017/01/elearning-en-2017-datos-y-tendencias/
It is estimated that the e-learning market in 2023 will surpass $240Billion, an increase of 5% per year in the period 2016-2023.
If we focus on the corporate sector, it is expected to reach $31Billion in 2020, with an annual growth of 11% in the period 2016-2020 (Technavio). Going from 8% to 15% of total e-learning revenues, it has more weight in the total of e-learning.
The SMAC approach (Social, Mobile, Analytics …
Gamification as a service
In a previous post, we talked about Design Thinking, a process to meet the challenges we face at work by understanding the needs and putting ourselves in the user’s shoes. From my point of view, this type of approach is especially useful when the challenge requires us to be very creative, for example when we meet the challenge of gamifying a process.
If we propose a framework to guide the creative process of gamifying a project, we clearly see …
Design Thinking is a methodology, a way to face challenges, focusing on understanding the real needs of users in order to provide them a solution based on 5 stages:
- Empathise or take the place of the user to understand their needs.
- Identify problems and relevant information through interviews.
- Generate multiple ideas, different approaches.
- To make a prototype. Bringing ideas to reality with prototypes to help us “to create”, because the only way to learn is creating.
- Evaluate. Provide
CMI5. Legitimate heir of SCORM?
We all now know xAPI today, the first component of ADL’s Training & Learning Architecture but, in my view, it is not a specification for LMS-content communication and, therefore, xAPI does not replace SCORM.
For example, how does content communicate to the LMS (or LRS) that I have completed a course? Actually, it could use “completed” or “finished” but then there is no interoperability, there are no rules that content and LMS have to follow necessarily. We have a …
The amount of time we spend on the Internet is increasing and we now spend more time on the Internet from our mobile devices than from our PCs. So we should make the most of this new scenario in the field of training.
In this new context, 78% of the population owns a mobile device, tablet or smartphone, to receive information, and 43% believes that accessing learning from a mobile device is essential or very useful.
Nowadays we obtain lots of knowledge informally online, when watching a TED video, reading a post in a blog, attending a MOOC, etc. All this knowledge acquired informally is not reflected anywhere, and is not part of our résumé, or training record. But this can all change with Mozilla OpenBadges. It is a set of open standards for creating, obtaining and displaying badges from anywhere and everywhere.
There are several considerations when using OpenBadges:
- It allows to gamify any