Happy Holidays from Vretta to you and your family! What could be better than the gift of understanding? Vretta helps transform a student’s learning experience and teaches skills for life.
‘Vretta’ (VRET’-tə): An ancient word that means ‘way of life’. Vretta was founded to bring about a radical transformation in the learning methods that exist in the current education and training landscape, both in academic institutions and corporations.
Tuesday, 25 December 2012
Friday, 7 December 2012
Face-to-Face Training vs. E-Learning
‘’Change’’ has become a mantra for
literally every CEO who wants to leave a lasting impact in the way businesses
have traditionally been run. This push towards transformational change within
organizations, to evolve into industry leaders, has led to the constant need
for employee training. From front-line sales and support to leadership teams in
almost every vertical, organizations are looking to invest in their human
capital.
Training may involve soft-skills, software,
product knowledge, budgeting, etc. with the common objective of witnessing
excellent return on investments made. With the constant need for sustainable
and ongoing training, face-to-face training is becoming a bottleneck in this
organizational change initiative. The table below produced by Vretta, a
transformational learning company, enumerates the differences between
face-to-face training and e-learning.
|
|
Face-to-face Training
|
E-learning
|
|
|
Impact of
learning materials
|
Mainly depends
on the trainer. Materials used are mostly
animated PowerPoint presentations. Sometimes props are used.
|
With the advent
of emerging technologies, materials can be tailored-made to provide high user
engagement by using adaptive- and mastery- based learning methods.
|
|
|
Accessibility
|
Needs to be at a scheduled time and
place. This calls for numerous localized training events making the training
initiative expensive.
|
Self-paced learning. Learners can access
the resources anywhere at any time.
|
|
|
Number of
users
|
Limited number
of users during any particular training session.
|
Unlimited number
of users can access the system.
|
|
|
Scalability
|
Scaling is a challenge as trainers at
different locations need to be trained to deliver the desired training
experience.
|
The initial investment is in designing
highly effective training modules that can be used for many years and that
users can access from anywhere.
|
|
|
Trainer to
student ratio
|
To get the most
out of the trainer, classes contain as many users (generally 50 – 70)
reducing the impact of the training.
|
1 : 1 through
collaborative approaches.
|
|
|
Consistency of
training
|
Largely depends on the trainer.
|
Consistent.
|
|
|
Interaction
|
Depending on the
size of the class and the training style of the trainer. Collaborative
training methods have been tried many times. However, ensuring that all
trainers continue using these methods is a very challenging task.
|
Material can be
created in such a way that users interact with the system all the time
through engaging learning objects and mastery meters. Leaners cannot progress
through the training session being passive learners. Constant activity
through interactive assessment tools effectively built into the training
material ensures high retention levels.
|
|
|
Employees
buy-in
|
Employees are used to this training
method and don’t require too much buy in.
|
For the success of this training, it is
critical to get employees buy-in from the outset which will include
endorsements from senior management.
|
|
|
ROI
|
Trainer’s fees
are high. Additionally there are costs associated with booking rooms,
employees working time, food, etc. which
reduce the ROI. Due to challenge of achieving a collaborative approach in the
training, learners view these sessions as a “break from work” rather than a
professional development program leading to reduced retention levels.
|
Inexpensive
given that it is highly scalable and can be used over many years. When the modules are carefully designed and
the learning is mandated and tracked, this learning style has proven to
significantly improve retention levels.
|
|
Tuesday, 27 November 2012
You Get What You Pay For: Why Companies Should Invest in Learning Solutions
Engagement is linked
to real performance goals and is exactly why companies should invest in
learning solutions for their employees.
Linear Learning
Read, click, scroll describes linear courses with plain
click and read functionality providing little to no engagement. This is a
common trap trainers fall into because the focus is solely to share information
and it may be hard to move past this to consider the benefits of interactivity.
PowerPoint Authoring
Tools
Then there is PowerPoint slides with audio voice over which
can be said to bring a few new dimensions to learning solutions. This is
usually slightly more expensive than a read, click, scroll solution but
certainly scalable. The marketplace is flooded with authoring tool products and
they can be found in many company learning and development departments as the
sole learning solution for employees. There are user interactivity features
that are adapted to improve engagement and are attractive because this solution
is achievable by an in-house trainer or L&D professional.
Creating Engagement
There are three elements of interactivity that can be used as
building blocks for engagement; click, hover and drag. While this is more on
the design side of creating learning solutions, it is important to notice how
infrequent these core elements are used. Even more relevant to how design
affects interactivity, which then affects performance goals, is the use of
custom learning solutions to achieve the best results through careful tailoring
to the needs of the user and company.
There is a difference between the option to choose Button A,
or Button B to take the user to the next part of the course, and putting the
learner in control so they can choose how they would like to go through the
learning experience. This requires a much deeper understanding of how design
and interactivity in combination will enable the user to be more engaged and
retain more content. Adaptive methodology is a key element to providing
engagement and requires implementing algorithms and computer-based pedagogical
agents. The presentation of educational material is adapted according to students'
learning needs, as indicated by their responses to questions and tasks. An
adaptive layout has its merits because it can be a more pragmatic solution that
is cheaper to implement and easier to test.
Keep in mind; if it’s only an information-based course, then it may be easier to do a
simple linear standard e-learning course than waste the learner’s time
navigating an interactive module.
In custom e-learning solutions, real world simulations have
strong potential to break down learning barriers that compromise achieving
performance goals. Learners can interact with the content and make real-world
decisions that optimize the learning experience to specific needs. The content, design, user interactivity and
overall experience can be tailored to achieve the most engagement from learners
and solicit the best performance results through custom e-learning solutions.
Read, click, scroll and PowerPoint authoring tools cannot facilitate the same
learning experience and cannot be expected to return the same results as engaging
customized learning solutions.
Genele Rose
Wednesday, 21 November 2012
E-Learning: A Means to an End
E-Learning is a means to an end. This may be a strange topic
to discuss considering many of us are heavily involved in the E-Learning
market, and for many of us it being our sole profession and source of
sustainability. Clive
Sheperd shed a light on what exactly that phrase means. It is easy to get
caught up in the means we use to achieve our goal, the latest device, platform,
or company birth in the e-learning space but we are to be wary of not becoming
occupied with these things and to focus on the true purpose. Are we making our
game simulations so visually focused that we lose the objective and only entice
users to be excited and have fun rather than learn?
Now that we have pioneered several technological
methodologies of delivering learning material, we must focus on the user and their
performance. Businesses are allocating
budgets to learning and development to see an increase in efficiency, not merely
more e-learning courses. Executives are not concerned with how learning is
delivered; they want to know how it is going to impact the business.
The functionality of learning solutions should complement
the content and focus largely on user needs and employ a blended-mastery
approach to implementing the material. What we need are learning resources that can cater to a variety of
needs and provide a plethora of information based on demographics such as
career industry and location. Specialized content that is specific to an
individual within the scope of their company’s objective is an area for
opportunity that has yet to be fully explored. For instance, a new Sales
Manager at an environmental manufacturing firm in Toronto has just been hired and
is going through training using an e-learning course with simulations that make
the training engaging. Great! What could be even better is if there were push
notifications that suggested workshops in the Toronto area that focused on motivating
and empowering employees as well as a recommendation to a LinkedIn group or
blog that united similar people in the industry of environmental products. All
of this information could still be transmitted through an internal LMS, for
example, but now the focus is on the learner and how to increase their
performance.
Here’s a question to consider: are e-learning courses a
formal or informal method of learning? Naturally, a large part of learning
occurs outside of formal structures and this sort of learning can be made
accessible through e-learning resources.
Learners need a holistic learning environment combining online courses, webinars,
face-to-face instruction with forums, assuming roles in practice and user – generated
content platforms.
If learners can make a self-assessment based on their level
of confidence with a small qualitative portion to make comments on any areas of
special interest, learners can skip to areas of need, providing a more blended,
personalized approach to learning which ultimately saves time. There is certainly much more to consider in
stressing the importance of learning rather than e-learning than has been
discussed, but it is important that we begin to refocus our energies on the
learning objectives and in what ways we assess it.
People can pass tests or choose the right multiple choice answers
through the process of elimination but the value in a learning experience comes
from the change in behaviour, and that is what should be measured. Understanding
that e-learning is a means to an end will prompt us to change the way we
deliver learning material and how we assess learning overall.
Genele Rose
Monday, 19 November 2012
E-Learning: To Infinity and Beyond
It is thrilling to observe a real change
in the attitudes of educators towards what learning should look like. While
there is no definitive right or wrong answer, the marketplace is flooded with
tips, products and techniques to help improve the learning sphere. What we have
yet to truly realize is the impact of changes and innovations that are being
implemented in the North Western hemisphere, on countries that are developing
their economy and working to educate their youth as a promise for a sustained
future.
Mobile Learning
While eliciting a fair range of differing
opinions from eLearning specialist, much to no one’s surprise, the general
consensus seems to be that while mobile learning can potentially be beneficial,
few people are actually implementing it in any respect. It is difficult to wrap
the mind around relaying content in small chunks when in a more traditional
setting; information is accessed in larger amounts and in a more conducive learning
environment.
What we must consider is how education
experts and governments are using mobile learning to address issues of
international youth education and proficiency around the world. According to
the World Wide Web Foundation, 90% of the world population has access to a
mobile telephone device, with over five billion subscribers. This is an
incredible figure to consider the implications of increasing literacy rates and
making education more accessible.
Game Learning
How is gamification relevant to learning? The
ideas that games are fun, engaging and exciting are all adjectives that are
rarely used to describe eLearning but behold- there can be a common thread!
Effective learning must provide one thing if it will at all be successful, engagement. Much of what is used to build engagement in games can also be applied to
other interactive material such as eLearning.
There is certainly the science behind the way the
brain processes and perceives what engagement is that largely affects how
successful an application can be. In order to develop engaging eLearning, the
key is to understand how learner’s brains are being rewarded and use that as an
incentive for learners to want to work on the material. It is then the
responsibility of the instructional designer and the rest of the team to work
on developing systems that learners will like. An additional application that
can be added to an eLearning program is to allow users to see how others are
responding to the material as an incentive to keep mastering the game and
therefore, the content.
This is less challenging to see being implemented
in classrooms of affluent schools across the globe however, even in classrooms
and communities that don’t have access to advanced interactive learning
materials, the same approach to engagement can be used to stimulate learners.
Consider how the methods and products we are
implementing in our own learning and training environments can be used to help
every learner in the world. Improving quality of education is a worldwide
initiative and it is imperative that we recognize the larger impacts it has on
the global community.
Genele Rose
Tuesday, 6 November 2012
Welcome to the World of Cloud Learning
What is cloud learning? What is the difference between e-learning and cloud learning? For some that may be new to the concept of cloud technology, this is not an easy question to answer. Luckily, we have created this video to break it down for you. After all, we are the Cloud Learning people.
THE BUZZ: BYOB...er, I mean BYOD
Bring your
own device (BYOD) refers to a classroom technology model where students are
asked to bring their personally owned laptop, tablet, or phone to school for
the purpose of learning.
Web-based tools have changed the learning landscape forever. By
leveraging these resources, educators can enrich their students learning with
advanced interactive content and prepare them for a tech-savvy world that steadily
evolves every single day.
Using these modern devices in classrooms to facilitate learning (where
applicable) seems like an obvious step forwards in teaching and learning. While
we undergo this transition, however, it is crucial that those who are most
impacted by this (students) are comfortable with the arrangement. Students who
are familiar with the set of tools they are using to learn face a better chance
of engaging themselves in their environment. When educational resource
providers begin to finely tailor learning to their audience and embrace the advances in teaching over the past 15
years, we can begin to see how we are helping to produce cultured and
technologically sound citizens, who are essential to our progress as a society.
I am not the first to suggest that students may identify most
strongly with a number of different learning styles, that which best enables
them to excel in their studies. The use of devices in the classroom is an
opportunity to personalize learning in a way that ensures each student is fully
engaged and is successful in achieving learning goals. Software and tools that
are being applied in the learning environment are tools that provide users with
24/7 access to ideas, resources, and communities. Consider a classroom where
students have personal devices and are perhaps using an e-textbook. There are the
immediate advantages of cost-savings and a possibly lighter backpack, but beyond
that, the navigational capabilities within the device allow for new innovations
such as integrating online videos and quizzes with class discussion forums or to
link sections of the e-textbook with feedback provided in online assessments. When
learning resources are presented and made available through personal devices,
students can feel they are putting forth less of a mental effort to do school
work, and instead be leisurely accessing course content and utilizing tools or
applications which augment their learning. Blending their personal and academic
lives, students have a greater chance of actively taking an interest and
excelling in their education.
Genele Rose
An Insight Into the World of Mastery Learning
The process of mastery-based learning, true to
its nature, is meant to break down learning objectives so learners can master
them at an individual pace. It became especially influential in the 1960’s during which
time teaching methodologies were being re-developed by educators such as
Benjamin Bloom with the theory of learning for mastery (LFM).
Mastery learning
is a process where learners are developed to master each learning objective
broken down into units. Once a unit has been successfully mastered, the learner
proceeds to a more advanced learning task and from there, is led on to a journey
of learning enrichment where concepts are built on the fundamentals.
Contrary to common belief, mastery-based learning does
not require a significant level of commitment by any specific person apart of
the process. The ultimate goal of this learning process is to achieve depth of
knowledge which can be achieved in several ways. Consider a custom built
program where any type of content can be adapted to this process of learning that
allows a learner to move through the material at their own pace. This is all
done while providing assessment feedback for both the learner and instructor.
Thanks to the advancement of Cloud LearningTM
technologies, these programs have immense accessibility and added value to implementation.
This sounds like a great idea but the real question is, why
adopt it?
It’s clear; mastery learning
reduces performance level gaps and improves proficiency. Mastery learning programs have been shown to lead to higher
achievement and increased positive attitude from learners toward the instruction
they receive and content they are learning.
Now, while many of us may
not be quite ready to give up our traditional ways, change is good and
innovative thinking is certainly the appropriate approach to take to new learning
ideas.
Genele Rose
Why Boring eLearning Courses Are Becoming Extinct!
Cloud learning is gaining popularity for good
reason.
It is a challenge for trainers and
educators to train different types of learners simultaneously. While there is
certainly no single solution to this challenge, Cloud Learning has become a
critical method for engaging learners and improving the learning experience.
Accessibility & Remoteness
Cloud Learning enables users to access systems regardless of their location or what
device they are using. Because the infrastructure is remotely hosted and
accessed via the Internet, users can connect from anywhere and updated
information can be accessed quickly. This is essential for delivering rich and
engaging training sessions and simulations.
Assessment &
Management
Statistical applications help to evaluate and monitor progress of
learners through cloud computing. With the ease of cloud technology, trainers
can access this information at any time and provide real time guidance. The
management of learners becomes easier and analytical feedback can be used to
highlight opportunities for revision and mastery.
The
Learner Experience
PowerPoint presentations with monotone audio tracks are becoming a
thing of the past, and it couldn't happen sooner! The capabilities of cloud
learning significantly increase the speed of delivery, providing trainers with
the ability to use cinematographic techniques, to create highly engaging
business simulations to enhance the learning experience.
Genele Rose
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