It is estimated that in 2025 75% of workers in companies will be born between 1980 and 1995. These are the so-called millennials. This generation is characterized by finding quick solutions to the problems that arise and not being “faithful” to brands and companies. Their vital objective is to create a better world and work on something they feel proud of Given this situation, we need that the eLearning courses and the training in the company of these people are attractive contents, that provoke curiosity and that they are remembered. We need eLearning courses to create engagement.
When we talk about engagement we refer to commitment or motivation, to human interaction and positive feelings towards something or someone. In education, we can talk about motivation, emotion, and improvements in the learning process. This type of training will allow us to improve the productivity of the company and also reduce the percentages of dropouts in the courses. In the following article, we are going to show 7 keys to create to hook your students in the eLearning courses.
eLearning courses: Proactive tutoring and PAT
Although the protagonist of the eLearning courses is the student body, the tutors can help personalize the learning. One of the ways is through proactive tutorials: the teacher’s actions are ahead of the possible problems (content, planning, management or guidance), perform a personalized monitoring of each and allows to address the diversity of the students. Proactive tutoring is embodied in the Tutorial Action Plan (PAT). With this document the teachers plan our actions, we ensure the coherence between the tutoring and the organization. The PAT must include messages, follow-up notices, the reminder of events … In each new edition, the PAT is adapted and improved. Keep reading http://bancheap.com/the-advantages-of-academic-tutoring/
The uses of mobile devices in training have become widespread. These allow connectivity, ubiquity, knowledge creation … But we should not focus on the responsive design adapted to the small screens.
When we talk about PBL we can talk about “Problem Based Learning” or the “Project Based Learning”. Both are methodologies that encourage meaningful learning, collaborative work, and student autonomy. While traditional learning is linear: it exposes what must be learned/learned / what is learned is applied. In the PBL it is a cyclic learning: the problem or product is presented / the learning needs are identified / it is learned through the search / the product is solved or presented and it is returned to the starting point.
When we speak of gamification, we refer to applying dynamics and strategies of the game to the learning process. The game is a very old pedagogical principle, even before Maria Montessori granted her the necessary importance in childhood. With the gamification, we will motivate the students to reach the objectives of the course. It can be done through achievements, rewards, scores ... But we must not forget that it is a planned strategy and not a simple inclusion of games in an eLearning course. An example of gamification to learning languages is Duolingo in its web version or in its versions for mobile devices.
Humanity has transmitted its culture, values, and knowledge through stories. That’s what storytelling is about: providing meaning to data, values, and experiences using our narrative thinking. In storytelling, we must tell stories with a purpose in which the story is a means and not an end. People are attracted to good stories and that is a way to motivate our students.
Virtual reality and augmented reality
Augmented reality and virtual reality are considered in the latest Horizon Report as a trend in educational technology to be implemented in 2 or 3 years.
Augmented reality is one in which a “layer” with information or digital data is superimposed. Therefore, while we see the real image we also observe virtual data. An example the Google Glass.
While virtual reality is one that simulates reality and is totally immersive. That is, everything we see is generated by a computer without seeing “real” images. Among the best-known products in this sector is the Oculus Rift of Facebook or the Google Cardboard.
The last idea we show to motivate and create engagement in eLearning is visual thinking or visual thinking. It is a way of processing information through visual elements, that is, expressing ideas through graphics. This technique uses drawings, notes, connectors, graphics, and images to understand the information. In this way, we retain content better, complex concepts and organize ideas better.
These we have just seen are some of the proposals to create eLearning courses that motivate our students, which allow them to have significant learning experiences and with high doses of motivation to avoid dropping out of the course. Do you have other interesting proposals to increase motivation in eLearning courses?