L&D 2020: Shaping change in learning
Technology
E-learning trends
In 2020, e-learning is an accepted and commonplace way to learn and has become as ubiquitous as email or search engines at the turn of the century. Trends1 include:
- e-learning has levelled the world’s professional playing fields
- governments are using e-learning for citizen skill development
- partnering organisations are using e-learning to keep people aligned as boundaries change
- wireless technology has enabled further reach e.g. to connect rural areas.
Churning skill sets have forced e-learning initiatives to keep up with organisational needs1 and users are constantly accessing on-demand learning via their desktop – generally micro-learning rather than complete course packages.
Today’s users regard self-selected, self-paced e-learning as an integrated work process, rather than something separate and specialised.
Companies have integrated e-learning into their infrastructure1 and the term ‘e-learning’ has disappeared now it is routinely merged with work processes. This trend has coincided with the rise of social computing across, and between, organisations that makes e-learning an integral part of personal networking.
As a result, knowledge sharing and collaboration naturally benefit from the various supporting technologies. These are enabling e-learning to emulate the traditional face-to-face learning-by-storytelling process1.
Leaders are acknowledging e-learning’s important role in knowledge share and have observed a rise in innovation following informal learning. Many individuals are regularly contributing to e-learning processes by combining data from more than one source (technology mashup2) to create new and distinct learning environments.
More turnkey solutions are appearing as e-learning processes becomes standardised1 and e-learning is no longer the preserve of specialist content providers. At the same time, high quality content costs are falling due to a high global student/content ratio1. E-learning processes are interactively publishing information 24/7 to facilitate continuous learning on demand3.
Processes and authoring for e-learning have become simpler4, while at the same time incorporating semantic web services and serious games. These combined approaches are delivering effective learning packages that often incorporate several supporting systems. This means a fully integrated desk top front-end that supports a user’s learning no matter what their technology.
E-learning is easily provided remote from the user’s organisation – and globally. Many companies are investing in technology that enables learners and tutors to communicate via online chat and web-enabled telephone services5. This development has helped several companies offshore6 their online tutoring to other countries, notably India7.
1. http://www.worldwidelearn.com/elearning-industry/trends.htm
2. http://en.wikipedia.org/wiki/Mashup_(web_application_hybrid)
3. http://www.nigelpaine.com Nigel Paine, Learning Technologies Conference, 2008
4. http://www-jime.open.ac.uk/2007/01/
5. http://www.usatoday.com/educate/college/firstyear/articles/20050904.htm 08/05
6. http://www.learningcircuits.org/2005/nov2005/bersin.htm
7. http://www.careerlauncher.com/company/aboutcl/index.html
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