Learning organization capabilities needed now: no longer managing curricula, now managing employee journeys

People

ENABLERS

People teaching people: the sign of a strong company is people helping others

Micro + Macro

On-demand

Video

Mobile first

Repetitive

Technology tools

Social/peer created

Learner Experience

Mobile-first

VR/AR

Personalized recommendations

Community/social network

Super simple

Interactive

Curated from multiple sources (PGC + UGC); (from within organization + from respected experts)

Process and approaches

In flow of work

Streamlined, save time, reduce time to find

Constantly challenged yet capable of moving up the learning curve

New learners: structured learning (macro)
More advanced learners: unstructured learning (micro)

Micro-learning approaches

Macro-learning approaches

Micro-learning approaches: retention of operational knowledge: using adaptive learning to refresh and remind people of what they need to know

Practice: repetition is not enough; practice is needed to reinforce and solidify retention

Add peer feedback for quick engagement

Ex: MOOCs, lengthy and in-depth courses to get someone up to a level of comfort and effectiveness

Best for new learners or people entering into new roles

Mentorships

Coaching

Developmental assignments

Peer coaching

Exposure

PLATFORMS

What's next: Learning experience platforms - LXP Learner-centric portals that allows you to curate and publish content of any type from any source

content curation

personalized search

Learning

Albert Bandura's Social Learning Theory: Most human behavior is learned observationally through modeling

  1. Motivation: Having a good reason to imitate this new skill or behavoir

Learning motivation: the 'why' of the activity - giving people a good reason to do something

Attention: grab learners attention

Humor: small amount is good

Incongruity and conflict

Specific examples: storytelling, visuals, etc.

Inquiry, problems to solve: eg brainstorming

Relevance: use concrete language and examples

Experience: using existing skills

Present worth: what will the subject do for me today?

Future usefulness: what will this do for me tomorrow?

Needs matching: achievement, risk taking, power, affiliation

Modeling: be what you want them to do!

Choice: allow learners to choose own method

Confidence

Self-efficacy - help learners see their likelihood for success

Awareness of performance requirements and evaluation criteria from the start

Gamification

Leaderboards

Microcredentialing

Skills certification

Peer feedback on projects

Project-utilized

engaging people

Satisfaction

Allow for meaningful success

Feedback

Growth: allow for small steps of growth

Learner control: learners should believe that their success is a direct result of the amount of effort they have put forth

Rewarding or satisfying learning

Opportunities to use knowledge in a real setting makes learners feel that the new skill is useful or beneficial

Feedback and reinforcement lead to satisfying results

Do not over-reward easy tasks

Variability: variety of methods in presenting material

  1. Attention: Paying attention to the peer or model and the behavior they exhibit
  1. Retention: Recalling the new knowledge or behavior
  1. Reproduction: Modeling or imitating this new skill or behavior

Active participation: games, role play, engagement

Learning engagement: the 'what' of the activity - making sure that the experience itself is enjoyable, challenging, and engaging

The future of learning: Social Learning

Attention

Curiosity

Interest

Passion

Use a mix of positive, negative, internal and external incentives

Incentives

usually external, but some incentives can trigger internal rewards

Use rewards appropriately

Rewards

external: monetary/non-monetary; positive/negative

internal: feelings of accomplishment, community, or autonomy

Result of the behavior

Offered before the action takes place

external incentives can REDUCE motivation because it puts the focus on the outcome instead of the activity

Give a strong reason: a good WHY

Show the value of the learning program to each person, personally

Add to percieved value through contribution: need to pay or use own free time, made exclusive, limited enrollment, etc.

Metrics-focused case studies of success

Build motivation:

Build engagement

Good content, enough content, variety of content

Right level of difficulty

Use good learning design principles: learner-centric, interactive, clear objectives and explanations, variety in media and activities

First impression important: keep logistics smooth, pace flowing

Use tech/platform that is fun and easy to use

ways to motivate

prize or benefit

CONTENT CREATION TOOLS

Strategic

Experience leadership

Experience management/architecture

Tech tools & leadership

Core

Data analysis + data-driven experiences

Content curation

Experience design

Branding & communication

DATA

User experience/interface design

learning pathways

learning aggregation platforms

content libraries: Udacity, EdX

AI-based analysis and learning tools

gamification environments

virtual reality systems and products

Cloud-based authoring tools

xAPI is new technology standard: tracks interactions with learning systems: when, how much time, what asset

Devices

Culture

Social tools: Youtube, douyin, etc.

EXPERIENCE

Collaboration tools

Mentoring/coaching platforms

Wechat (or other social chat)

ENVIRONMENT

Online-live video tools

Mobile platforms

Learning marketplaces

EXPOSURE

Social networks

Blogs

Content marketing

Social learning platforms

EDUCATION

LMS: learning management systems

Reporting & analytics tools

MOOCs

Virtual classroom platforms

ebooks

Podcasts

Saas hosting for video content (wistia) and creation (soapbox)

Use meta-data to give better search

micro-learning platforms (adaptive)

program delivery platforms

Slack

LMS and content platforms

OKP apps (China)

Chatbots

AI-powered content creation

AI search by chat and feeds

Repetition and re-inforcement

Tools

Peer coaching platform: Imperative