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At the recent Learning Live event in London, the LPI polled delegates about the most important element for the design of training programmes: content curation (selection), storytelling or gamification. As it turned out, the subjects divided our delegates remarkably evenly.
Learning Live captured the new trend in the industry which harnesses the combination of these potentially diverse themes to enable you to build immersive learning experiences that learners will want to return to time and again. We can curate content better than ever before because there is so much more to curate. We can create stories and build game-like-challenges into our learning because of new technologies and developments like xAPI and H5P.
Learning online today is a far broader church. It is about gathering and reinventing data in a way that will really motivate the learner. It captures the zeitgeist because it uses that technology to turn the tables. Data is no longer a stick to beat the learner; instead we use it to encourage participation and play.
But beyond these technologies, it’s the way we are using them that is going to excite learning practitioners. Since the late 90’s, technology has primarily focused on just two aspects of the learning process: building new learning resources thanks to new learning content development tools and also managing those resources by measuring or formalising learning resources (e.g. the LMS). But theories such as 70:20:10 have highlighted the shortcomings of this approach. Learning online today is a far broader church. It is about gathering and reinventing data in a way that will really motivate the learner. It captures the zeitgeist because it uses that technology to turn the tables. Data is no longer a stick to beat the learner; instead we use it to encourage participation and play.
But we believe that for many learning professionals, it will epitomise the path forward for learning technology into the future.
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