Reflecting on Learning Technologies
On February 21, 2023, we met as a class on Zoom. We discussed the learning technology that companies are currently using to train their employees. Currently, companies are either using e-learning and learning management systems, massive open online courses (MOOCs), social learning with social media, mobile learning, virtual learning (VR), augmented reality (AR), simulations, or games (gamification). Also, we defined each learning technology and which companies are currently using each learning technology.
First, we talked about e-learning and learning management systems. Companies such as Jiffy Lube, Uber, Greyhound Lines, and San Diego Zoo have used e-learning and learning management systems to develop their employees at their respective companies. E-learning is defined as learning either through a course or module being conducted electronically. Learning management systems is defined as the system that manages the course or module. Examples of learning management systems are Blackboard, Talent LMS, Canvas, etc. I have experiences with both Blackboard and Canvas being that I am a current college student. Also, at that time, I was working on creating a e-learning module for my Design & Management E-learning course that semester using Articulate's Storyline 360.
Next, we talked about massive open online courses (MOOCs). The distinction between a massive open online course and a regular online course is that a massive open online course, it is has a large number of learners enrolled and that the course is free and accessible to any learner through an open internet connection. Examples of massive open online courses are Coursera, EdX, Udacity, etc. Companies that are currently using MOOCs to develop their employees are UPS, Procter & Gamble, Walmart, McKinsey & Co., and AT&T. Currently, I have not partaken in any MOOCs
Third, we discussed social learning with social media. Social learning allows users through social media to have interactive communication by creating and exchanging content generated by the users. Examples would be such entities as blogs, LinkedIn, YouTube, and mircosharing sites like Twitter, Facebook, Instagram, TikTok, etc. Companies that are currently using social learning with social media are OptumRx, TELUS, GE, Cisco, Verizon, SPIN, Intel, etc. I have previous experience with using social media for social learning. For example, I have used LinkedIn Learning to gain the skills I need to have to apply for internships within Human Resources. Once, I completed the lessons to gain the new skill I am able to post on LinkedIn that I have gained a new skill. My network of connections can interact with my post by commenting, liking, or sharing my post. Also, creating this blog through Linkedin has allowed me to share my learning with people across the world and people can comment, like, or share my blog posts. People can also gain tips from my reflections on adult learning and apply the tips to their own learning.
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Moreover, we talked about mobile learning. Mobile learning is defined as learners being able to learn anytime and anywhere through mobile devices. Examples of mobile learning videos, PDFs, games, apps, podcasts, courses, radio shows, etc. Companies that are currently using mobile learning to develop their employees are Home Depot, Nationwide Insurance, PwC, Capital One, etc. I have used mobile learning in the past by watching videos on YouTube and listening to podcasts on my cell phone. I have never taken a course through my phone. There are challenges when it comes to mobile learning because you want the learner to be able to interact with the course through their phone, but due to screen size and some of the content not being able to transfer over to mobile can be an issue.
Fifth, we discussed virtual learning (VR) and augmented reality (AR). Virtual learning (VR) is a three-dimensional learning experience, while augmented reality brings digital elements into the physical world to enhance information. The difference between virtual learning and augmented learning is that the learner is in a virtual world with VR, while with AR, the learner is within the physical world but is interacting with the virtual things around them. Companies that currently use virtual learning (VR) to develop their employees Sberbank, GE, Boeing, etc. Currently, Walmart is developing its employees through the use of augmented reality (AR). I do not have experience with using VR or AR, but my undergrad alma mater Morehouse College has taken part in the metaverse using virtual reality.
Lastly, we talked about simulations and games (gamification). Simulation involves presence. Presence is actually being in a particular environment, amount of sensory information, control over the environment, and the ability to modify the environment. Games or gamification are games-based strategies applied to training programs. The key point to games is that they should have a fun and motivational aspect to them. An example of games is the presentation that one of my classmates did on Quizlet. Quizlet has a website and app that allow users to memorize information through the use of creating flashcards and playing games with the flashcards you created. Another example of games is the presentation I created on the game show Jeopardy! On Jeopardy!, contests can either gain or lose money based on answering trivia questions.