E-Learning and Use of Technology in Training
Electronic learning
(e-learning) is gaining a foothold throughout the world in training and
development. The availability of electronic and Web-enabling technologies
greatly influences the success of e-learning (Kramer, 2000). The Internet and
network-centric computing provide a strong foundation for withe-learning
experimentation and extend traditional learning methods through electronic and
web technologies to new dynamic learning models (Eckert et al., 1997; Colette,
2001).
Figure
01: E-Learning in corporate training
Source: Andriotis, 2016
The importance of
advanced electronic technologies, such as the Internet, has greatly increased
in education over the last few years. The electronic learning systems must be
carefully designed and constructed using a scientific approach that embraces
well-designed procedures and techniques to make use of these technologies in
order to be successful, effective and of a quality comparable to some of the
traditional educational learning systems (Colette, 2001).
E-learning comes in
various types, styles, models, and options. Know the differences and choose the
one that best fits the needs and goals of your business. Refer to video 1.0.
Video
1.0: Types of eLearning
Source:
Soundidea, 2016
The e-learning market
covers the academic, corporate, and consumer sectors, and has a range of
segments including content providers, technology vendors, and service
providers. Morgan, Keegan & Co. estimates that spending on all forms of
education now exceeds $750 billion in the US and $2 trillion worldwide, with
fore-learning revenue growth expected to outstrip that in all other sectors of
education (Cisco Systems, 2000; Fry, 2001). The US Department of Labor
estimates that revenues from corporate e-learning are expected to rise from US$
550 million to US$ 11.4 billion, a projected annual growth rate of 83 per cent
compound between 1998-2003 (Cisco Systems, 2000). A
venture capital provider estimated US market capitalization to be US$ 50
billion for e-learning listed companies, a figure expected to reach US$ 200
billion in three years (Lance, 2000).
Corporate and campus
agendas have begun to recognize e-learning as having the power to really
transform the performance, knowledge and skills landscape, so much so that the
International Data Corporation estimates that one-learning corporate spending
alone will rise from $1bn in 1999 to over $11bn in 2003 (Henry, 2001).
Education and training is about to become one of the most important sectors of
the world economy. Merrill Lynch estimates that global expenditure on education
and training exceeds 2 trillion US$. Approximately one-third of that spending
is in North America, half in Europe and the other developed market economies,
and 15 percent in the developing world (Clarke and Hermens, 2001).
A framework is critical
for e-learning capability strategy development. An integral part of an e-learning
initiative is providing the following support and development mechanism
(Alexander, 2001).
- A vision for e-learning at the institution;
- Development of a plan to develop the technology;
- Development of policies relating to the workload of faculty concerned with e-learning;
- Maintenance of reliable network technology;
- Technology support facility for staff and students;
- Market research support;
- Market research support; and
- Provision of free time for the faculty engaged in the development of e-learning.
Organizations engage
e-learners by tailoring and personalizing the learning experience and using
stories to present instructional material. Customization typically involves
adapting various elements of instruction to suit the preferences and needs of
the learners. Personalization refers to changes made to the programme's
structure to give the impression that the learner is engaged in a conversation
with the program. The use of conversational rather than formal language in
on-screen text or audio recording can promote personalization in e-learning
(Clark & Mayer, 2003).
For example, SmartTutor
is an intelligent, web-based tutoring system that is used in Hong Kong adult
education (Cheung, Hui, Zhang, & Yiu 2003). SmartTutor uses student information
and course content to provide personalized feedback on the course performance,
tailor-made advice for future work in the course, and adaptive tests based on
the current level of knowledge of the students. Thus, SmartTutor is tailored to
individual learners, provides intelligent tutoring, and can be used in a variety
of content domains as part of instruction.
Using e-learning
stories or narratives can also foster learner engagement in e-learning by
"bringing to life" abstract concepts or concepts that may be
perceived as dry or uninteresting (Hakkaladdi, 2005; Prensky, 2001; Shepherd,
2004). Learning goals can be presented in stories in dialogues, characters can
be created to be similar to learners, and learning can occur through how the
characters solve story problems (Hakkaladdi, 2005). Organizations such as
Avaya, Sprint and Volvo cars have used storytelling to train frontline
employees in their customer interactions on how to deliver their brand image
(Gronstedt, 2004). The stories are used to help employees
visualize the brand image ("living and breathing the brand"), and
then the brand image is communicated via simulated customer interactions by
learners.
In addition to engaging
learners in e-learning, organizations have started to increase trainee
collaboration in e-learning programmes. One way organizations have accomplished
this is by offering learners more opportunities to communicate. Two
instruments currently available to increase learner communication include
synchronous and asynchronous communication tools. Synchronous communication
refers to the use of threaded discussions (e.g., chat rooms) that allow for
"real-time" conversations between trainees (Selix, 2001). Asynchronous
communication, by contrast, refers to the use of message boards and other types
of communication in which comments, questions, and answers are posted and later
accessed by trainees (Selix, 2001).
E-learning, an
instructional strategy to convey the knowledge, skills, and attitudes needed in
organizations, is here to stay. The viability, effectiveness, and potential for
returning tangible benefits to organizations largely depends on how it is
designed, delivered, and assessed. Thus, technology, research, and the
marketplace lead the academy to a significant paradigm and cultural
transformation (Mangan 2001).
List
of References
Alexander, S. (2001), E-learning
developments and experiences, Education
& Training, Vol. 43 No 4/5, pp. 240-8.
Cisco Systems (2000),
Cisco Systems IQ Atlas, [Online] available at: <www.ieng.com/warp/public/750/iq/ele/tre/res/ele>
[Accessed on 29 May 2020]
Clark, R. C., &
Mayer, R. E. 2003. E-learning and the science of instruction: Proven guidelines for consumers anddesigners
of multimedia learning. San Francisco: Jossey-Bass
Clarke, T. and Hermens,
A. (2001), Corporate developments and strategic alliances in e-learning, Education & Training, Vol. 43 No. 4,
pp. 256-67
Cheung, B., Hui, L.,
Zhang, J., & Yiu, S. M. 2003. SmartTutor: An intelligent tutoring system in
Web-based adult edu-cation, Journal of
Systems and Software, 68: 11-25.
Colette, E. (2001), Electronic
education system model. Computers &
Education, Vol. 36, pp. 171-82.
Eckert, A., Geyer, W.
and Effelsberg, W. (1997), A distance learning system for higher education based
on tele-communications and multimedia: a compound organizational, pedagogical
and technical approach’ ‘Proceedings
ED-Media/Ed-Telecom, Calgary, Canada
Fry, K. (2001), E-learning
markets and providers: some issues and
prospects , Vol. 43Nos 4/5, pp. 233-9
Gronstedt, A. 2004.
Living the brand. Communication World,
21(5): 14-17
Hakkaladaddi, C. P.
2005. Bringing life to e-learning through stories. E-learning Age, April: 12-13
Henry, P. (2001), E-learning
technology, content and services, Education
& Training, Vol. 43 No. 4, pp. 249-55
Kramer, B.J. (2000), forming
a federated virtual university through course broker middleware, in Proceedings: Learn Tec 2000,
Heidelberg.
Lance, D. (2000), Venture
capital viewpoints and e-learning futures, in Fry, K. (Ed.), The Business of
E-learning: Bringing Your Organization in
the Knowledge Economy, University of Technology, Sydney
Mangan, K. (2001), Expectations
evaporate for online MBA programs, The
Chronicle of Higher Education, 5 October, A31-32
Prensky, M. 2001.
Digital game-based learning. New York:
McGraw-Hill. 32
Selix, G. 2001.
Improving blended learning. [Electronic
version]. E-learning, 2: 48

Hi Niroshan I agreed with you learning is the use of a combination of learning methods to increase the overall effectiveness of the learning process by providing for different parts of the learning mix to complement and support one another. A blended learning programme might be planned for an individual using a mix of planned experience, self-directed learning activities defined in a personal development plan, e-learning facilities, group action learning activities, coaching or mentoring, and instruction provided in an in-company or external course (Armstrong, 2014).
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