No Image Available

Mark Gill

Read more from Mark Gill

googletag.cmd.push(function() { googletag.display(‘div-gpt-ad-1705321608055-0’); });

The BIG E-Learning Trends for 2017

default-16x9

It's that time of the year once more. Time to take load of the year that was and investigate the precious stone ball to figure out what lies ahead. We've written about eLearning trends in the past also – here's what we wrote in 2010. Some of the predictions we made path in those days are currently a reality, while others have not yet gathered momentum – to our disappointment. So during the current year we have decided to list only three major trends, which we see as more near term, and not go in for any long haul predictions! 

So here are our three major "E-learning Trends" for 2017: 

1. Mobile Learning Or Better Make That Real Mobile Learning

Mobile learning has been consistently listed as a trend for just about 10 years now. Actually, it has already been adopted by a large number of associations in some frame – at first by making eLearning available on tablets, and more recently through responsive courses that are accessible on smaller mobile devices too. So in a way the 'technical hurdles' for delivering mobile learning have been overcome. 

We are presently witnessing a move towards real mobile learning, that is, mobile learning that really leverages the unique affordances of mobile devices. There's a developing demand for Mobile First design for bite-sized lumps that can be consumed in under five minutes as performance support or key point recaps or consistent reinforcement over time. Closely linked with this is the emerging need for viewing and following content offline. In our view, following might be needed just for some content delivered on mobiles, at any rate at an essential level. Considering these two aspects together, I think we will see significantly more of real mobile learning. The underlying premise being of course that mobile is tied in with getting stuff done. 

2. Interactive Videos 

Videos (counting both real life videos and 2D/3D activity videos) are regaining their lost grandness. 

In its heyday, video was THE mode of preparing delivery by means of VHS tapes. Most associations had a library of such videos and a preparation room in which to view them. I myself have attended such 'instructional courses' when I worked in the coordinations division of a large car manufacturer here in India. 

In any case, when preparing began to move to web-based delivery designs, the use of videos became practically impossible due to low data transmissions available in the underlying days. What's more, video suddenly went out of mold. 

Times have now changed and today powerful mobile devices combined with WiFi or 4G/3G speeds have led to the resurgence of videos in preparing. YouTube is indeed one of the best examples for video-based preparing that we all benefit from in both our personal and professional lives. 

We have earlier talked about the future of video in corporate preparing and have seen an increasing usage of videos in that space over the most recent couple of years. Based on this trend, we foresee a continued surge in the use of videos for both learning and performance bolster in 2017. What's more, to extract even better value, making them interactive is the key. There are different routes in which to do this – for example, having learners look for a specific behavior or activity in a video that is playing out, taking note of their observations, and afterward contrasting them and an expert's observations; or interspersing video cuts with decision direct questions toward shape either a linear or a spreading stream; or embedding interactivity inside or over a video cut itself genuinely in order to achieve a specific learning outcome. 

3. Games And Gamification 

There's developing interest in games and gamification and they have become popular expressions in the business now. However, we believe there is still some disarray encompassing these terms. We've tried to recognize them in our previous articles on Games versus Game-Based Learning versus Gamification and Gamification in Learning. 

With mobile devices now solidly in the blend, there's greater potential to implement games and gamification. We're substantially more likely to play a speedy 5-minute game on our phones while sitting tight for a transport than on our computers while at work. We're likewise likelier to make up for lost time with comments, or give a snappy gesture – or tap – of appreciation to a short piece of content from our phones and tablets. After all, we're accustomed to utilizing these devices for such types of interactions on informal communication and content sharing sites. 

Mobile devices additionally get the chance to use geo-area and augmented reality, thereby adding to the possibilities for creating game-based learning arrangements. 

So those are our Three Big eLearning Trends for 2017.

One Response

  1. Delivery methods aside the
    Delivery methods aside the major effort will be on implementing 70:20:10 and revising and refining evaluation to provide ever more meaningful and immediate feedback on the effectiveness of the training being delivered.