Myths, mistakes and motives regarding e-learning
Over the past four weeks we have looked at techniques for assessing the effectiveness of e-learning. This week we're taking a short step backwards to consider a few of the popular myths, mistakes and motives regarding e-learning.
Myth: e-Learning is only for children or people studying for meaningless certificates
Reality: The largest and fastest growing part of the e-learning market place is in work-based learning. Particularly good examples of where to use an e-learning approach include company induction and compliance based activities.
We say: Ask us for a demo of our approach to company induction and financial market compliance.
Myth: Learning is something that happens in distinct phases only
Reality: Sadly this can become a truth for many people, but learning should be a continuous process, throughout your life. If you’re willing to collaborate with colleagues in your work then you already have the potential skills for connecting to and benefiting from an online training programme.
We say: Take a look at our demo site go.mycoracle.com to see how we integrate comments and messages within learning records.
Myth: Gamification is only appropriate for young American style companies
Reality: Incentivising employees is a technique as old as the hills. Using game-based incentive techniques in e-learning pulls together groups in a competitive yet productive manner.
We say: TinCan API (also called Experience API or xAPI) lets us integrate gaming techniques within any activities.
Mistake: Not keeping things simple
Result: Confusion won’t help anyone. For example, providing menus all over the screen may be easier than working out intuitive navigation, but it doesn’t help. Visual clues assist people.
_We say: Plain English good. Pictures good.
Result: Back in the day flash was ‘the thing’, but if you think flash is flashy now, you’re mistaken. Android phones may have the lion’s share of the smartphone market, but since 2007 Apple have sold 500 million iPhones. That’s a lot of people who won’t be able to see your flash.
We say: flash isn’t going to disappear any time soon, but the rise in HTML5 is unstoppable. If you have legacy flash then don’t throw them away, but we wouldn’t recommend building any more.
Mistake: Letting the technology get in the way
Result: Technology should be invisible: it’s all about the learning, not the tech! As a learner you should expect the technology to help you learn, without needing to learn new computer skills first.
We say: Menu buttons in ‘new and interesting’ places on the screen may allow you to use interesting pictures, but if you break from tradition as to how websites are organised then you do so at your own risk!
Motive: Anytime, anywhere learning
Outcome: What a liberating concept, but unfortunately this also happens to be one of the great unfulfilled promises of e-learning. There is way too much clunky content out there and too little consideration to the fact that users today expect to be able to pick up their learning on their phone, their tablet and their PC. The expectation is that everything will be synced and will work across all devices. And so it should.
_We say: HTML5 allows us to offer anytime anywhere learning.
Motive: Let’s save money
Outcome: Savings are possible, in terms of actual money, time spent, travel, resources etc. However, if a programme is going to achieve real savings it does need to be well thought out, and that requires a little investment
We say: Talk to us about Coracle Canvas - it’s a powerful tool that allows anyone with an idea for a course to upload thoughts, ideas and files, following a format designed by the experts at Coracle. As the project develops the canvas can be submitted and the team at Coracle will start to work on the material to rapidly produce a course. This approach can be shown to offer significant cost savings.