Sie sind auf Seite 1von 16

E- Learning

HRD

E- Learning
It involves electronic networks that enables
information and instructions to be delivered and
shared.
It delivered to trainees via computer through internet
technology.

E-Learning & Use of Technology


10 % of training is delivered in virtual classrooms and 19 % is
delivered online.
71 % of companies use structured collaboration such as
communities of practice.
Communities of practice are the most frequently used
collaborative learning tool (22 %), followed by Podcast and mobile
learning (14 %), Blogs (8%), and Wikis (7%).
32.1 % of learning hours involved technology-based training
methods.
38 percent of learning companies use Learning management
systems.
21% of large companies use e-learning to deliver training, 17 5
midsize, and small companies.
source: Industry report: gauges & drivers (2008) American Society

Technology's influence on
Training and learning
New technology have made it possible to reduce cost associated with
delivering training
Employee can gain control over when and where they receive training
Can access knowledge and expert systems on as-needed basis.
Through use of avatars, virtual reality, and simulations, learning
environment can look, feel and sound just like the work environment.
Employee can choose type of media
Course enrollment, testing and training records can be handled
electronically, reduce paper work, and time needed for administrative
work.
Employee accomplishments during training can be monitored.

Technology and Collaboration


Digital collaboration is the use of technology to enhance
and extend employees abilities to work together
regardless of their geographic proximity.
Examples, SMS, Social Media Apps, Webs, Mails, Online
Chat Communities, Rooms, Interactive Discussion and
Sharing of Training Content

Digital Collaboration
In Synchronous Communication:
Trainers, experts, and learners interact with each
other live and in real time the same way they would
in face-to-face classroom instruction.
Examples: virtual class rooms, video conferencing,
Skype, Video calling, online courses
Asynchronous Communication:
refers to no-real-time interactions. Persons are not
online and can not communicate with each other
without a time delay.
Examples: e-mails, self paced course on web ,
virtual libraries

Current
25 % of organizations report using gamification,
70 % of training hours used in 2013 being led by an
instructor
55 % take place in an instructor-led classroom,
9 percent is led online by an instructor, and
5 percent is led remotely by an instructor.

..

Use of Multimedia
Advantages
Self paced , interactive, consistency of content,
consistency of delivery, unlimited geographic
accessibility, immediate feedback, has built-in guidance
system, can test and certify mastery, provides privacy.
Disadvantages
Expensive, may lead to anxiety with using technology,
may lead to lack of agreement on effectiveness.

Computer-Based Training
CBT is an interactive training experience in which
computer provides the learning stimulus, the trainee
must respond and computer analyzes the responses
and provide feedback to trainees.
CBT include interactive videos, DVDs, CD-ROM, Apps,
softwares ..

Online Learning
The internet,
Web-based Training,
E-Learning, and
learning Portals

Characteristics of E- learning
Links to
Resources
.
- Training materials
- Web based
training
- Link to eperformance
support systems

Administra
tion
- Enrollment
- Monitoring
- Progress
Assessment

Content
text, ppts
Video, audio
Graphics
Sounds

Learning
Content
-

Practice
Pacing
Feedback
Content
accessibilit
y

Collaboration
and sharing
Peers
Communities of
practice
Other trainers
Experts
Mentors
Advisors

Delivery
Internet or
Intranet
Web, CD-DVD
Distance

Virtual Reality
A computer based technology that provides trainees
with a 3-D learning experience.
VR allows simulations to become even more realistic.
Trainees move through the simulated environment and
inter act with its components.
Technology is used to used to simulate multiple senses
of trainee.

Virtual Worlds
Second Life is a computer-based, simulated online virtual world that
includes a three dimensional representation of the real world and a
place to host learning programs or experiences.
Trainees use to an avatar to interact with each other is classroom,
webinars (Web-based seminars), simulations, role-play exercises.
British Petroleum uses Second life to train new gas station
employees in the safety features of gasoline storage tanks and
piping systems.
Other virtual worlds
ProtoSphere,
Forterra
Virtual Heroes

Mobile Technology and Training


methods: IPODS, PDAS
Wireless transmission system such as Wi-Fi and
Bluetooth .. U just need an Internet connection
Mobile devices such as personal digital assistants
(PDAs), Smart and Andoid phones, portable computers,
iPods, Global positioning System (GPS), radio
identification chips (RFID).
Many Apps ..
Capital One, a financial service company, is one of the
first to extensively use iPods for training.

Intelligent Tutoring Systems


ITS are instructional systems that use
artificial intelligence. These are three types
of environments:
Tutoring (structured attempt to increase
understanding of trainees of a content
domain)
Coaching (provide trainees with flexibility
to practice skills in artificial environment)
Empowering (freely explore the content
of the training program)

Das könnte Ihnen auch gefallen