As you may know, the major
feature of eLearning, or
distance learning, is that
it doesn’t mandate the
presence of a full-time
instructor, teacher, or
mentor in the learning
environment. This means that
the learner is trained
independently. Distance and
devices don’t matter.
Training can be conducted at
workplaces, in computer labs
or on tablets of employees
in any place convenient for
them.
eLearning technologies are
most effective in solving
the following tasks:
1. Training new employees
when it is necessary to
quickly transfer a package
of specific initial
knowledge.
2. Operational training in
new methods, standards,
forms, programs, and
systems.
3. Professional development
of employees on specific
topics, areas, areas,
competencies.
So, now it’s about time we
took a closer look at the
key trends in eLearning. But
if you want to learn more
about developing or using
e-learning solutions for
business,
go to website.
Microlearning
This is the presentation of
educational material in
small blocks and the instant
consolidation of each block
with microtasks.
According to studies, a
student is able to actively
perceive information for no
more than 20 minutes.
Therefore, microlearning
takes place in this format:
about 5 minutes of theory,
and then practicing or
taking a small test. After
reviewing all the blocks,
final assignments and tests
are also usually presented.
Benefits of microlearning:
▪ Facilitates the
assimilation of the
material. Instead of
bombarding the brain with an
abundance of data,
microlearning provides small
chunks of information so
that the learner can process
them more efficiently
▪ Reduces fear of learning
▪ Increases motivation
Videos
It has been proven that the
material is better absorbed
by students if it is
presented in the form of
videos.
It is important to note that
animated videos in a
simplified form visualize
technical schemes that are
usually difficult to
remember. Therefore, it is
obvious that video
microlearning is one of the
main directions for the
development of e-learning in
the coming years.
Personalization
Personalization is the
development of learning
materials based on the needs
of students of different
ages, educational levels,
learning speeds, and so on.
It is obvious that all
students, even in the same
class or group, have
different levels of
accumulated knowledge.
Modern technologies make
learning as stress-free as
possible and individualized
as much as possible.
There are three main areas
of personalization: digital
classes, online courses, and
personal chatbots.
‘Digital classrooms, says
Arvin Vohra, online learning
theorist, helps solve a
typical teaching problem:
the impossibility of
implementing an individual
approach to each student in
a real classroom. Digital
classrooms allow students of
the same group to work on
completely different tasks,
and enable teachers to
monitor their progress. You
will be doing what you are
interested in without
interruption, instead of
either trying to catch up
with more academically
successful students or
having to wait for others to
fully master the topic you
have long covered.’
The efficacy of online
courses depends on the
already acquired knowledge,
interests and preferences of
the user. Therefore, it is
important to give those
users who have signed up for
online courses the
opportunity not to learn
what they already know, and
at the same time make sure
they are given enough time
to repeat any interesting or
difficult material.
Personal chatbots are the
latest technology that has
only been introduced into
online learning in the last
year. It allows you to
reveal the full potential of
the student, since there is
a human factor that prevents
many students from realizing
themselves fully in live
communication.
The chatbot allows users to
create their own character
by choosing their appearance
from more than 200 options.
This enables students to
form a new identity in the
online classroom. For
example, shy schoolchildren
will be able to become more
confident, etc.
Also, such an application
can record a person’s voice
and completely transform it,
so even those who are afraid
of public speaking will be
able to speak in class.
Gamification
Gamification of learning is
the addition of game
elements to the learning
process: awards and
achievements, a competitive
aspect.
This method may include
techniques such as:
▪ Achievement reward
systems: badges, medals,
cups, stars, etc. It works
more efficiently if the
materials contain both
simple achievements and
complex, multi-stage ones
▪ Gradual complication of
tasks
▪ Creation of a fascinating
plot or memorable bright
characters
▪ Creating an effect of
surprise (for example, a
sharp plot twist or a new
attribute that suddenly
appears)
Socialization
The socialization of
learning implies the
possibility of comparing
one's own achievements with
the achievements of
colleagues. This can be
achieved through a system of
ratings, real-time comments,
and group discussions of
their achievements. Also, in
training materials, you can
introduce systems of likes
and dislikes familiar to
everyone on
social networks.
Another important aspect of
socialization can be the
introduction of a system of
voting for certain parts of
courses or for the most
interesting topics for
users. This will allow the
next students to choose the
most successful and
attractive courses.
It is no secret that many
students feel more relaxed
and comfortable in the
situation of communication
with their colleagues or
classmates who are taking
the same course than with
teachers from whom they
subconsciously distance
themselves a little.
Therefore, guided by this
principle, several companies
at once developed a
peer-to-peer model, where a
student interacts not with a
teacher or expert, but with
another student and learns
from their counterpart’s
experience and expertise.
Considering all these
factors, we can safely
assume that peer-to-peer
learning will actively
develop in the online
environment in the coming
years, creating the most
familiar and comfortable
conditions for students.
Big Data
Big Data is a set of methods
for processing huge amounts
of structured and
unstructured data. This
direction was formed in the
late 2000s, when such
research became technically
feasible.
Obviously, the more data is
collected about teachers,
students, subjects, and so
on, the easier it is to
identify general trends,
preferences, and behavior
algorithms. That is, it
helps, on the one hand, to
make global decisions, on
the other hand, to take
another step towards the
personalization of learning.
As eLearning becomes more
and more popular all over
the world, it is impossible
to identify all its trends.
We have highlighted the most
important ones. Among others
are augmented reality, the
use of artificial
intelligence for learning,
situational learning,
blended learning, various
innovative methods of
teaching people with
disabilities, learning
automation, learning via
social networks, and much
more. The future is coming
and we
must be ready for it!
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