In today’s learning environment, the common conception that instructional designers only have one role – that is to ‘think-up’ a course, no longer holds valid. They are now faced with the challenge of keeping up with changing technologies and learning requirements to best reach-out to the learner.
Some of the new strategies that we at G-Cube consider pivotal when creating e-learning for the new-age learner –
Flipped Learning
The flipped learning model works by ‘flipping’ or inverting the conventional model of classroom session followed by ‘homework’. In this model, the learner is provided a suitable background study-material prior to the classroom session.
For instance, learners can be provided with short videos or study material through an online repository. They can then read through the shared material in their own personal time and at their own pace. This is then followed by the classroom session, which is interactive – focusing on discussions, hands-on exercise, projects and even one-on-one session with the trainer.
This model is based on the idea that learner retention and engagement in the classroom are more effective than passively listening to a trainer. And for the learner to be suitably interested and engaged with the module taught in class, a little background prior to actual learning goes a long way.
Game-Based Learning
Game-based learning is another model that focuses on active engagement of the learners. It uses competitive exercises, either pitting the learners against each other or getting them to challenge themselves in order to motivate them to learn better.
There are two types of game strategies, which are commonly explored in e-learning:
Serious Games: Although serious games can be entertaining, their main purpose is to train or educate users. For example, G-Cube created a serious game for a leading FMCG company where the learners had to conduct market research, select the drink they wanted to manufacture, select its packaging, create marketing strategies – in all, envision and build a profitable venture. This gave the learners an all-round experience with the product– from manufacturing to actual sales.
Fun Games: Fun games in e-learning do not provide a simulated re-enactment of a real life scenario but aim to teach or test concepts in an entertaining way to the learning. These games keep the learning environment light to provide a break to the learner from the heaviness of the content being taught.
For instance, a game can be built where the learner needs to find his or her way around a maze. For the twist, at each important juncture, they need to answer a question. And to move ahead, they need to answer correctly.
Another instance can be that of a treasure hunt – a game familiar to all. You search an area and look for the hidden treasures. However, in the e-learning environment, you can claim the treasure only when you have answered a question correctly.
Kinect-Based Learning
Image a training where the learner’s every move is captured and replicated in the virtual space. Sounds interesting, isn’t it? Kinect is a motion sensing input device which is currently being used in commercial gaming devices such as Xbox. In e-learning, utilizing this technology for training is still in the infancy stage but is fast catching everybody’s attention.
At G-Cube, we are exploring the new technology by developing a Kinect-based e-learning course for one of our clients to train their housekeeping staff. The learners are required to perform various activities through Kinect, woven around varying scenarios. The dotted avatar will imitate the actions of the learner, giving a clear indication if the action has been done correctly or not. This provides the learner ample opportunity to practice and hone their skills and can be custom-built for different industries.
Keeping in pace with technology and the demands of the new-age learner, instructional design is also moulding and evolving to create learning for the new world. To know more write to in**@gc**********.net and we will be happy to answer your queries.