This short feature is a follow-up to last Monday’s feature that focused on the disruptive trends playing out over the next five years and a broader look at ways to assess technologies that will be getting a lot of attention in 2016.
Today I’ll look at five trends that started in 2015 or earlier and that continue to run, two important technologies with a rising number of adopters (or at least a lot of discussion among practitioners online and at conferences), and two disruptive approaches that could make a big difference in your eLearning outcomes in 2016.
Continuing as before
Change tends to take place slowly; year-to-year you can expect that what was standard or common practice one year will by and large continue to be standard practice in the next year. The same is true of the technologies that support those practices. These five trends will be key to sustaining your success in 2016.
Games and gamification: Note that in 2012, Gartner predicted that by 2014, 80% of gamified applications in the enterprise would fail to meet their respective business objectives, mainly due to bad design. If you are already using games and gamification, what has your experience been? Do you need to tweak your designs? It would be fair to say that if you are just taking up this approach, it’s a good idea to start your gamification efforts with a very small number of projects (one or two), and measure the results. Take the necessary action to fix any problems before moving on. Don’t try to gamify everything in your curriculum simultaneously.
Video: Use of video for performance support, as media support within eLearning, and (sadly) for what amount to recorded lectures will not change much in 2016. However, video editing and post-production tools will continue to get better, possibly easier to use, and we hope users’ skill and creativity with the tools will also improve.
Cloud: Authoring and management tools and services will continue to move to the cloud, with related changes to software licensing and costs. License management problems will not go away, particularly those related to anticipating future spend. Read your license agreements carefully and monitor the changes.
Mobile and social technology: It is more than ever true that thinking “mobile first” pays off. Remember that the combination of mobile and social can provide excellent support for “informal” (workplace) learning as well as for collaboration.
Rapid authoring tools: These tools will continue to improve in 2016 by adding power and features that enhance their flexibility. Joe Ganci’s reviews can help you make decisions about tool selection.