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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
10
4
1
7
2
6
11
10
7
8
2
3
6
4
7
0
2
4
6
8
10
12
E-Learning Mobile Learning Gamification Social Learning Micro Learning
Responses
Learning Methods
Good Moderate Weak N/A
• Rate You Knowledge on the following Learning Methods:
3
Survey Results
I Learn, You Learn, We Learn
Classroom
Learning
E-Learning
Mobile
Learning
Game
Based
Learning
Social &
Collaborativ
e 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
2
4
6
8
10
12
14
16
18
20
Responses
• 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%
North
America
Latin
America
Western
Europe
Eastern
Europe
Asia Middle
East
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.
14
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 dynamic
environments.
Knack’s 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 and
share content and participate in social networking.
It has a great impact on the workplace as it can positively affect communications among
employees, job seekers and customers.
Apart from being an effective marketing tool, Social Media is also used by organizations
in 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 U
C R E AT I V E P I T C H D E C K
32

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Use of New Technology in Organizational Learning Process

  • 1. 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
  • 2. 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
  • 3. Survey Results I Learn, You Learn, We Learn 10 4 1 7 2 6 11 10 7 8 2 3 6 4 7 0 2 4 6 8 10 12 E-Learning Mobile Learning Gamification Social Learning Micro Learning Responses Learning Methods Good Moderate Weak N/A • Rate You Knowledge on the following Learning Methods: 3
  • 4. Survey Results I Learn, You Learn, We Learn Classroom Learning E-Learning Mobile Learning Game Based Learning Social & Collaborativ e 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 2 4 6 8 10 12 14 16 18 20 Responses • Effectiveness of Learning Methods: 4
  • 5. 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
  • 6. E-Learning I Learn, You Learn, We Learn 6
  • 7. 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
  • 8. 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% North America Latin America Western Europe Eastern Europe Asia Middle East 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
  • 9. 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
  • 10. 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
  • 11. Gamification I Learn, You Learn, We Learn 11
  • 12. Find Out Your Knack I Learn, You Learn, We Learn 12 8 minutes
  • 13. 13I Learn, You Learn, We Learn 10 minutes End
  • 14. 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. 14
  • 15. 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 dynamic environments. Knack’s Games
  • 16. 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
  • 17. 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
  • 18. Examples of Gamification I Learn, You Learn, We Learn Brain Training Customer Service Assessment Detectives Training Innovation Assessment 18
  • 19. Social Media I Learn, You Learn, We Learn 19
  • 20. 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 and share content and participate in social networking. It has a great impact on the workplace as it can positively affect communications among employees, job seekers and customers. Apart from being an effective marketing tool, Social Media is also used by organizations in engagement activities and learning events. 20
  • 21. 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
  • 22. 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
  • 23. 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
  • 24. I Learn, You Learn, We Learn Our Active Social Media Accounts 24
  • 25. Micro-Learning I Learn, You Learn, We Learn 25
  • 26. Augmented Reality I Learn, You Learn, We Learn 27
  • 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
  • 28. I Learn, You Learn, We Learn Who is using Augmented Reality (AR)? Manufacturing, Maintenance & Repair Entertainment MilitaryMedical 29
  • 29. I Learn, You Learn, We Learn Who is using Augmented Reality (AR)? Retail Automotive Real Estate TourismTourism 30
  • 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
  • 31. I Learn, You Learn, We Learn T H A N K Y O U C R E AT I V E P I T C H D E C K 32