Technology Edge – Future of Training & Development
Presented by –
Nikhil Paithankar (13BSP1181)
Shantanu Kumar (13BSP1762)
Chetan Keskar (13BSP1678)
Sweety Agarwal (13BSP0856)
Neha Dusad (13BSP1284)
Introduction
O Over the coming years, training and
development won’t just change; it’ll
transform
O Anything that can accelerate or enhance
learning will save both time and money
Future of Training & Development
A combination of –
O Competency building through lecture-led seminars
O Engagement building through social learning
O Discovery-learning through new technologies and collaborations
Video-
http://www.youtube.com/watch?v=qwJIhZcAd0I
Amazing Facts
O More than 85% of the phones soldglobally in 2012 were smart phones.
O In other words, employees’ phones areactually multimedia computers withInternet access.
O One-third of all PCs sold globally weretablets, and most of them were iPads.
O These smart devices will get exponentiallysmarter every year, giving us newcapabilities.
Trends
1. Implement Just-in-Time Training
2. Create Interactive Training Materials
3. Gamification of Training and Education
4. Miniaturization
Implement Just-in-Time Training
O Distributed training in real time, i.e., just in
time rather than classroom learning.
O Employees can access any element of
what they need to know at the moment of
need, and not in advance.
O This alone would cut training costs
tremendously.
Interactive Training Materials
O Interactive training manuals and textbooks
O Dynamic e-books which have embedded
audio, video, and links to other resources
O Employees can personalize the manual by
plugging into a menu of more advanced
training options embedded within
Gamification of Training and Education
Interactive gaming is a tool that can transform
training and education.
O Self-diagnostic - can know each person’s
skill or knowledge level and progress
accordingly
O Competition - in an effort to “win,” people
master concepts faster
O Immersion - 3D view gives an immersed
effect, which engages people more
O Focus - result of interactivity, competition,
immersion, and self-diagnosis
Miniaturization
O Distilling of a learning experience into
smaller, more easily consumed packages
O Miniaturization is a challenge
O Reduces cost and increases return on
investment
What Statistics say……
O Companies that are more technology oriented spendmore on training than those are more service oriented
O The global market for training expenditure in 2011was about $287 Billion and approx grow to about$292 Billion in 2012
O India the most populated regions in the world,combined make up about 17% of the global market inproviding training
O US organization spent approx $1562 million on
employee training and development with
comparison to India which only spends $438million
O Business spend more than $60 billion on training in
the US alone and more than 50% of all dollars go
into technology, tools, coaching and others, non
instructor led solution
• Curatr is a teaching tool
for those who already
have their own content
and need to train others
• Curatr engages a user
by turning the training
into a social game
Mobile apps in the field of training
• Skill-Pill is an app to view
two-minute training
videos called “pills” to
reinforce business skills
• Use custom content to
introduce, refresh or
support a new initiative
or training programme
• lynda.com offers an
iPhone app to access
its online-training
video library
• There are hundreds of
business subjects to
choose from, as well
as additional subjects
like graphic and web
design
References
O http://newdirectionsconsulting.com/7365/blog/the-
future-of-learning-and-development-in-the-
workplace-revisited/
O http://www.trainingmag.com/content/future-training-
already-here
O http://www.upsidelearning.com/blog/index.php/201
0/09/30/will-mobile-apps-change-training-forever/
O http://www.practicalecommerce.com/articles/3012-
9-Mobile-Apps-for-Business-Training
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