1. Enhance knowledge about E-learning and M-Learning.
2. Getting acquainted with different forms of E-Learning methods and its use from Human Resources perspective.
3. Introduction to innovative applications that can be used to enhance organizational learning process.
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
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
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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
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4
1
7
2
6
11
10
7
8
2
3
6
4
7
0
2
4
6
8
10
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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:
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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
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16
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Responses
• Effectiveness of Learning Methods:
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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:
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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.
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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%
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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.
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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
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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.
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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
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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
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18. Examples of Gamification
I Learn, You Learn, We Learn
Brain Training
Customer Service
Assessment
Detectives
Training
Innovation
Assessment
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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.
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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)
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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)
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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
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Our Active Social Media Accounts
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What is Augmented Reality?
Is the real time delivery of digital
information to enhance the physical
experience
The layering of reality with
virtual reality
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Who is using Augmented Reality (AR)?
Manufacturing, Maintenance & Repair Entertainment
MilitaryMedical
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Who is using Augmented Reality (AR)?
Retail
Automotive Real Estate
TourismTourism
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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.
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T H A N K Y O U
C R E AT I V E P I T C H D E C K
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