Learning CIPD Future of Technology and Learning 2017

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Research report

November 2017

The future
of technology
and learning
The CIPD is the professional body for HR and people
development. The not-for-profit organisation champions
better work and working lives and has been setting the
benchmark for excellence in people and organisation
development for more than 100 years. It has more than
145,000 members across the world, provides thought
leadership through independent research on the world of
work, and offers professional training and accreditation for
those working in HR and learning and development.
The future of technology and learning
Research report

Contents
Executive summary 2

Introduction 5

1 Changing learner landscapes and the role of technology 7

2 What do we know about effective learning technologies? 12

3 How strategic is the uptake of emerging technologies? 19

Conclusions and framework 27

References 32

Appendix 35

Acknowledgements
This report was written by Melanie Green of the CIPD. Thank you to Andy Lancaster, Gill White,
Giorgia Gamba and Wilson Wong for their invaluable comments and suggestions.

Special thanks to Ksenia Zheltoukhova for her support.

This report would not be possible without the data provided by Towards Maturity – thanks go to
Laura Overton and Gent Ahmetaj for their guidance and expertise.

1   The future of technology and learning


Executive summary

‘The rate of Technology is a key component of


working life, and organisations are
technologies against learning
design principles and evidence.
technological taking advantage of the benefits
offered by digital tools to enhance The future of learning: critical
change is swift, their learning and development considerations
strategies. Practitioner data suggests that
outpacing research mobile, collaborative and game-
and practice. The Towards Maturity Benchmark
Study is an internationally
based learning are key emerging
technologies. Used effectively,
How can learning recognised longitudinal study on these tools have the capability
the effective implementation of to improve access to learning
and development learning innovation based on the and enhance knowledge transfer.
input of 6,000 organisations and However, practitioners should be
practitioners 40,000 learners gathered since mindful that many technologies
choose the right 2003. All the data provided in
this report is taken from Towards
advertising themselves as ‘game’
or ‘collaboration’ based may
technology?’ Maturity, unless stated otherwise. not truly reflect learning theory
(Roberts 2017, Cheng et al 2014).
Practitioners have clear goals for For example, 80% of practitioners
learning; of the respondents in the use file-sharing tools, compared
Towards Maturity 2016 benchmark with 48% using communities of
survey, 99% wished to improve practice, but file-sharing tools alone
access to learning, 96% wished to are not a learning environment
facilitate continuous learning and that can foster collaborative or
94% aimed to improve application social learning. Communities
of learning to the workplace. The of practice are better suited to
future of learning, then, is set to encourage the continuous learning
be continuous and collaborative, hoped for. If practitioners wish to
taking place anytime, anywhere. use technology as more than an
With up to a fifth of L&D budget information system, an assessment
being spent on technology should be made of the theory
(Towards Maturity 2016), digital behind the tools, identifying if it
tools have a key part to play in has the features needed to deliver
achieving this ideal future. learning experiences.

However, the rate of technological Technology is a relatively new


change is swift, outpacing research vehicle for learning, but the way
and practice. How can learning and that we process information
development practitioners choose remains the same. Research
the right technology to address evidence highlights that the
learner needs and fulfil these learning process and instructional
strategies while avoiding the hype method of technology is strongly
surrounding new digital tools? related to positive outcomes,
as they are with offline learning
This report analyses the drivers (Bernard et al 2004, Sitzmann
of technology adoption using 2011). Practitioners should apply
practitioner data, and evaluates what we know about offline
the potential success of emerging transfer of learning to technology,

2   The future of technology and learning


identifying digital tools that In addition, technology alone the tools used address real learner
deliver the ability for practice, cannot address barriers such as challenges and align to business
feedback and interactivity if they lack of time to access learning. goals. The factors identified are:
wish to facilitate learning. Practitioners should be clear on organisational context, learner
the purpose of technology and needs, purpose of implementation,
Lastly, technology use is likely implement initiatives that can learning design principles and
influenced by the perception that address learner barriers to achieve evidence, and technology trends.
today’s learner is self-directed success with learning technology.
and adept at using digital sources We hope that this report,
for information-gathering. Evaluating technology strategies its recommendations and
However, research cautions that This report does not suggest accompanying framework provide
self-direction and digital literacy that practitioners should avoid some ‘food for thought’ on
differs between individuals and new technologies. Instead, we technology and digital learning.
across contexts, which in turn provide a framework based on
can affect the uptake of digital research evidence through which
content (Bennett and Maton 2010). to evaluate technology and ensure

Table 1: Learning technology framework

Factors influencing technology implementation Checklist

Organisational context What are the barriers to learning in your organisation,


• Organisational factors such as culture and business as perceived by a variety of stakeholders? How can
strategy will affect the success of technology. these be addressed with technology?
• Practitioners have great knowledge of their own Is the organisational context supportive of the
organisations; this should be used to identify barriers to technology? Do users have the time and support to
technology effectiveness. both access and contribute to collaborative and user-
generated content?
• Organisational barriers to offline learning should inform
the strategy behind the implementation of technology to Are there other barriers to the technology being
address these issues. utilised correctly, from security and control issues to
learner motivations? If so, what strategy is in place
to mitigate these?

Learner needs Have any conclusions been drawn about the digital
• Learners have varying levels of digital literacy, and confidence in the organisation?
attitudes towards technology use will differ across How have previous technologies been received? If not
employees. positive, have the objections been addressed?
• Learners can be self-directed, but motivation to learn Do learners have the time to access content in the
varies across context and between individuals. working day, and is access to learning encouraged by
• Learners lack time and ability to access learning material; managers?
technology can help make information available away Where learning is asynchronous, or requires self-
from a specific location to allow for better access, but direction, is clear guidance and signposts for assistance
shouldn’t be used to promote learning only away from available, along with a strategy to manage dropout?
the workplace.
Do users have the correct tools (whether that be mobile
devices or traditional computers) to access learning? Do
they have the time to do this?

3   The future of technology and learning


Table 1: continued

Factors influencing technology implementation Checklist

Purpose of technology Is the purpose of the technology project clear, and can
• The success of technology implementation will be the technology truly deliver on these objectives?
strongly influenced by how well the characteristics of the If the technology is being used to connect employees or
tool match the purpose of implementation. for knowledge management, rather than as a learning
• If technology is being implemented for technology’s environment, has a strategy for measuring ROI been
sake, it will not lead to positive outcomes. decided?
• File-sharing tools, for example, will not lead to If the technology is being implemented as a practical
continuous, reflective learning, but they can aid way to connect learners or act as a content repository, is
knowledge management and help sharing across learning being prioritised elsewhere?
locations if implemented correctly and where What other avenues are in place to support the
appropriate. technology, ensuring a blended approach?
How will the technology be supported over time to
realise potential long-term benefits?

Learning principles and evidence Does the technology allow for interactivity, practice,
• The principles of learning remain constant online and reflection? If not, are there other activities that can be
offline. undertaken alongside the technology to allow this?
• Be cognisant of learning principles such as andragogy1 If the technology is serving current, well-utilised content
and social cognitive theory to evaluate whether the across domains, does it possess the same features when
technology can deliver true learning. adapted for online use?
• Digital learning literature has also highlighted several If the technology will be serving current content
factors associated with positive learning outcomes, such repurposed for digital use, is the current content well
as interactivity and opportunity for practice. evaluated by learners? If not, how will the technology
make the content more engaging?
1 Popularised by Knowles (1980), andragogy refers to adult learning
principles such as: self-direction, utilising user knowledge for learning, and Does the content served by technology relate to a real-
tutors facilitating learning rather than instructing. For further information, world problem or situation? Is it clear how the learner
see page 12 of this report.
will use this in their role, or for future development?

Technology trends Is the adoption of technology driven by learner needs or


• Trend reports and vendors provide compelling reasons technology trends?
for implementing new technology, but confusion arises Is there evidence for the capability of the technology
around the definition of new tools such as mobile, over and above trend reports?
collaborative and game-based learning.
We know that learning takes place when technology
• Use critical questions to evaluate new technologies and allows interactivity, reflection, and is similar to the real-
whether they are supported by theory. world environment. Does the new emerging technology
• Use sources of evidence from education and technology have the ability to do this?
research to identify success factors. Is the technology truly collaborative, or game-based
learning, or is it a content repository or motivational
tool? If not, is it fit for purpose?
What should be shared with collaborative technology?
Have you identified what information you’d like to be
shared and do you understand how to measure this?

4   The future of technology and learning


Introduction

Technology has become an integral


part of daily working life; most
and informal learning. With less
time spent in the classroom and
‘With so many
employees work with machines less investment in formal learning technologies to
that are capable of carrying out activities, it is imperative that
simple tasks more efficiently, learning is effective and scalable. choose from,
be that automating processes,
providing access to information at However, a recent CIPD Employee practitioners must
the click of a button, or connecting
people from globally distributed
Outlook survey (spring 2017) found
that 28% of employees reported
decide which of
offices to share ideas online in they had taken part in online these are most
minutes. Indeed, trend analysts learning in the past 12 months,
(Gartner 2016) suggest that the but only 64% rated this useful or effective to support
lines between digital and ‘real’ very useful. In contrast, 27% of
worlds will become increasingly employees reported that they had their learning
blurred in the future, especially
with the growing availability of
taken part in on-the-job training,
and 92% of these employees
strategies.’
virtual or augmented reality. agreed on-the-job training was
useful or very useful. While learner
Organisations are already taking experience does not give direct
advantage of the benefits of insight into the effectiveness of
technology in the workplace by digital learning, the fact that digital
applying it to enable learning and learning was less well regarded
development. The global digital than other methods suggests that
learning industry is a big business there is a way to go before digital
– in 2016 alone, investment learning meets learner needs.
into the development of digital
learning technology reportedly There is a tension between the
topped $7 billion (Meetari 2017), pace of change in technology
with emerging technologies such and the stable nature of the
as mobile, simulation and game- fundamental learning process
based learning set to increase in (Tynjälä and Häkkinen 2005).
popularity. Technology-enabled learning runs
the risk of being designed to fit
While technology is not set to with what technology allows,
completely replace ‘in person’ rather than being driven by learner
learning, the majority of needs. Tynjälä and Häkkinen
organisations are deploying some caution that ‘e-learning is not a
sort of technology for learning. miracle remedy to the problems of
Practitioners globally reported any work organisation’, especially if
an average of 18% of their work is organised in a way that is
learning budget to be dedicated not conducive to learning.
to technology-enabled learning
in 2016, and that 26% of formal With so many technologies to
learning was technology enabled choose from, practitioners must
(Towards Maturity 2016). There decide which of these are most
has been a decline in formal, off- effective to support their learning
the-job training (Green et al 2013), strategies. Yet, as is the case
and an increase in on-the-job with any emerging technology,

5   The future of technology and learning


the evidence base for learning and the push towards ‘anytime, Section 3 compares technology
technology use in organisations anywhere’ learning, highlighting trends in organisations against
has not caught up with the pace of the potential pitfalls of making evidence and strategy, exploring
practice (Brown and Charlier 2013). assumptions about learners. We what drives technology adoption.
then review the strategic aims of Collaborative, mobile and game-
This report L&D practitioners, and discuss based learning are highlighted as
This report aims to stimulate the factors driving the changing key emerging technologies, and
reflection on the use of technology expectations of technology. factors associated with successful
in L&D practice and strategy, use of these tools are discussed.
providing commentary on recent Section 2 summarises adult
trends and planned technology learning theories, in order to Finally, the conclusions section
usage in a range of global understand which technologies provides a summary of the
organisations, comparing strategic have the capability to deliver barriers and supporting factors
aims and the needs of learners to on learning strategies. Next, we that influence technology update,
the uptake of technology. analyse research evidence from a providing critical questions for
variety of studies comparing the practitioners about their future
Section 1 describes factors that effectiveness of online and offline learning strategies and framework
are known to influence technology learning, and identify the factors through which to appraise
uptake, such as learner attitudes that are associated with successful technology.
and skills, technology trends use of technology for learning.

6   The future of technology and learning


1C
 hanging learner landscapes and the
role of technology

Uptake of learning technology


is likely to be influenced by a
groups. Towards Maturity’s recent
Learner Voice Survey (2016)
‘Practitioners
number of factors, including found that 73% of those aged must appreciate
organisational context (support, 41–50 found Google or other web
cost restrictions), external resources most useful for learning, individual differences
market (market trends, evidence, compared with 63% of under-30-
remaining competitive, offering year-olds, contrary to the idea in digital literacy
similar to peers), and learner
needs. This section outlines the
that only younger generations
always use the internet for
and acceptance of
trends and learner characteristics information-gathering. technology-based
influencing technology use in
the workplace. These factors are Various factors are associated learning, as this can
summarised in Table 2. with learners’ ability and
willingness to use technology influence employees’
Learners’ digital literacy and
attitude towards technology
for learning. For example,
Bennett and Maton highlighted
interaction with
influences uptake that amount of experience with the tools.’
One reported characteristic technology, rather than age itself,
of the modern learner is the was a more important factor in
‘digital native’ (Prensky 2011). intentions of individuals from
This concept refers to younger different generations in the UK to
generations of learners that have use the internet for information-
grown up surrounded by and gathering. In a study of young
using technology. They expect adults in Germany, Zillien and
constant connectivity and use Hargittai (2009) found that socio-
technology and the internet economic status was associated
as their first point of call for with internet use, and also
gathering information – in fact, influenced the extent to which
some researchers believe they individuals used the internet for
may also process it differently self-advantage. Finally, digital
(see Prensky 2011, Siemens literacy and learner perceptions
2005). This, coupled with the of the usefulness of online
pervasive use of mobile and social tools to performance have been
networking sites away from the linked to increased acceptance
workplace, led some to suggest of these tools (Mohammadyari
that technology will be widely and Singh 2015).
accepted as a vehicle for learning.
Practitioners must appreciate
In contrast, other researchers individual differences in digital
believe there is little evidence literacy and acceptance of
that younger people process technology-based learning, as
information differently, or are this can influence employees’
automatically adept technology interaction with the tools. Making
users (Brown and Czerniewicz clear the benefit of tools and
2010, Bennett and Maton 2010), ensuring learners understand how
instead suggesting that the to use technology, regardless of
increase in the use of technology age, is likely to influence the use
is characteristic of different age of digital learning.

7   The future of technology and learning


Learners are motivated and self- when assuming that providing attend lengthy training sessions
directed self-directed digital learning to be at a fixed time. In addition, online
With one author calling self- undertaken anywhere, anytime content can be accessed ‘on the
directed learning a ‘megatrend’ will lead to consistent uptake or go’ (during travel or commuting
almost two decades ago (Straka completion. time, for example) for those who do
1999), it is clear that the idea of the not have time during their working
self-directed learner is here to stay. Employees lack time for learning, day to engage with content. Forty
This type of learner knows what and technology can address this per cent of learners reported
they want to learn, is motivated barrier accessing learning at evenings and
to do so, and regulates their own Despite technology proposing weekends (Towards Maturity 2016),
learning. Learners are increasingly a location-independent, flexible suggesting that employees are
being given control of the pace access to learning, employees indeed motivated to learn out of
and content of their learning, which still wish to have an appropriate hours at a time that suits them.
is especially prevalent in digital environment to learn in. Issues
learning, as learners can stop and with accessing content (lack of However, this does point to the
start courses and pick and choose appropriate devices, or being fact that employees are maybe not
their own content. blocked by a firewall, for example) being allowed enough time to learn
might also hinder access of content. during their working day, and the
Allowing learners to set the pace availability of technology to access
of learning and control their In a digital world, we might expect learning at any time does not solve
learning environment is a positive that all staff can access a computer. this fundamental time barrier.
trend. However, research suggests However, 26% of practitioners
that learners do not always have identified insufficient staff When considering the ‘anytime,
make the best use of learning access to computers as a barrier anywhere’ notion of digital learning,
environments (Brown 2001). For to learning (Towards Maturity it’s important to note that constant
example, one study found that 2016). Interestingly, this increased connectivity is not always a positive.
providing learners with guidance from 9% in 2006, even though The ability to ‘switch off’ outside
in complex learner-controlled we would expect in the past ten of working hours and recover from
environments led to more positive years computer access would have daily stressors is important for
outcomes, in part because of increased. Especially in industries employee well-being (Sonnentag
increased self-regulation (Bell and where an employee does not have 2012), and there is a danger that
Kozlowski 2002). a desk or a set piece of computer organisations come to expect, or
equipment, providing online implicitly condone, out-of-hours
Shinkareva and Benson (2007) learning might fall at the first hurdle learning as the norm. In addition, the
highlighted that the first challenge as it can’t be easily accessed. Lack expectation of out-of-hours learning
in any digital learning is that the of IT equipment might also become is especially disadvantageous to
learner must know how to best increasingly an issue, with fewer those with commitments outside
utilise technology in self-directed organisations wishing to provide of working hours.
learning, as many online courses devices, and more encouraging
are controlled by the learner with own-device use. With information on demand and
little input from a facilitator. This constant connectivity being the
could be especially challenging While practitioners aim to improve new normal, the future of learning
if a learner lacks confidence with volume and accessibility of looks set to be one where learners
technology. learning, from a learner employee can access knowledge and share
perspective the biggest barrier to resources anywhere, supported
DeRouin et al (2004) supply a useful learning is lack of time for self- by the idea that learners are self-
framework for self-directed, learner- study (59% in 2016), followed by directed, adept at using technology,
controlled training, highlighting that uninspiring content, lack of study wish to learn anywhere, anytime.
providing guidance, understanding space or IT equipment (Towards However, the assumption that
that learners have differing needs, Maturity 2016). all will be comfortable with
and ensuring that organisational technologies and have the ability
climate supports self-directed Digital learning can be a less time- and motivation to regulate their
learning are all important in consuming method, especially own learning could hinder learning
ensuring self-directed learning is when considering the removal of access rather than help the
successful. Caution should be taken the need to travel to a venue and effectiveness of learning strategies.

8   The future of technology and learning


Table 2: Learner trends and implications for practitioners

Learner trend Implications for practitioners

Learners’ digital literacy and attitude towards Technology is widely used by employees away from the workplace
technology influences uptake for information-gathering and communication across generations.
However, it should not be assumed that all younger people are
‘digital natives’, or that digital learning will be effective simply
because of the abundance of technology use outside the workplace.
Learners may use technology in their personal lives, but not yet
perceive technology to be useful for workplace learning.
Practitioners should ensure they evaluate the digital confidence in
their organisation and ensure guidance is provided for those using
digital tools.

Learners are motivated and self-directed Technology that allows more self-direction and learner control is a
positive way to engage employees in learning.
Practitioners should be aware, however, that an individual’s ability or
motivation to be self-directed may differ across contexts.
To combat this, practitioners must ensure that users understand the
technology and how best to utilise its features, as digital literacy,
preference for online technology, and self-directedness vary between
learner and content. Learners may benefit from some level of
structure and guidance. Moreover, the content itself must be useful
and perceived well by employees.

Employees lack time for learning, and technology Practitioners should ensure that technology is not implemented in
can address this barrier a vacuum. Digital tools can allow increased access to information;
however, the act of providing access does not necessarily lead to
learning. Complementary initiatives may be needed to address the
issue of lack of time or low learner motivation in order for digital
learning to be a success.
In addition, organisations will need to ensure there is adequate time
to learn in working hours. Without this, there is a danger that it
will become necessary for learners to access content outside of the
workplace.

9   The future of technology and learning


What are current practitioner over 600 organisations on goals that practitioners aimed to
expectations of technology? a yearly basis, providing an achieve and have achieved with
This section explores practitioner annual snapshot of the learning their overall learning strategies,
aims for technology, using data on and development landscape. and social and mobile learning in
practitioner strategy. Practitioners identify their 2016 (n=537).
technology usage and aims
The Towards Maturity benchmark for their modernised learning
survey collects insights from strategy. Table 3 describes the

Table 3: Aims for learning strategy and technology use (%)

% %
Aim 2012 2016 change 2012 2016 change

Overall strategic aims

Wish to achieve Have achieved

Increase access and flexibility in providing staff training 98 99 +1 40 43 +3

Increase volume of learning – reaching more people 91 93 +2 39 38 -1

Extend learning to remote workers * 86 * * 35 *

Facilitate new ways of working * 78 * * 25 *

Provide a faster response to changing business conditions 92 95 +3 27 19 –8

Push updated information to employees at the point of need * 93 * * 23 *

Integrate learning into the workflow * 93 * * 15 *

Aims of mobile and social/collaborative learning

Wish to achieve Have achieved

Improve application of learning back in the workplace 44 94 +50 20 17 –3


16
Improve support for personal professional development 49 93 +44 24 +8
(2013)
9
Encourage reflection (for example by narrating learning journey) 43 92 +49 9 0
(2013)
25
Build networks inside the organisation 68 91 +23 26 +1
(2013)
Improve generation and sharing of user-generated content 55 88 +33 15 9 –6
19
Develop networks outside the organisation 42 77 +35 19 0
(2013)
22
Promote organised training initiatives 38 93 +55 33 +11
(2013)
Allow individuals to message/communicate in real time 54 84 +30 32 27 –5
56
Facilitate continuous learning 96 +40 * 13 *
(2014)
Improve access to support at the point of need 66 92 +26 20 17 –3

Improve communication between learners and tutors 63 85 +22 18 14 –4

All learners to use their own mobile devices 59 85 +26 21 24 +3


21
Improve communication between individuals 69 –48 24 * *
(2015)
17
Reduce cost of IT support/delivery 53 –36 16 * *
(2015)

10   The future of technology and learning


Practitioners have high the most effective way, or at the Summary
expectations of technology; over least, barriers to effectiveness Our review of practitioners’
three-quarters of respondents (such as IT issues, or security risks) expectations of technology in
wish to achieve strategic aims have not been removed. learning reveals that the majority
with mobile and social tools. The are looking to facilitate responsive,
perception that these tools are Access to learning is also a reflective learning opportunities,
able to deliver on these aims is key concern for practitioners, as well as supporting employees
likely influenced by learner trends. with lack of time for learning at the point of need in a flexible,
The trend of the motivated, self- cited as a barrier to learning by scalable manner. Technology will
directed learner who is digitally employees. Technology is being be just one tool to deliver on
literate and looks to technology used to address this issue: 99% these strategies, but given that
for information also seems to have of practitioners want to achieve organisations are spending up to
influenced practitioners’ belief in flexibility and improved access a third of their L&D budget on
the efficacy of technology. to learning content, and 93% technology, it is fair to say this will
wish to increase the volume to play a significant part in fulfilling
Over 90% of practitioners aim to reach more learners. There is these practical and strategic aims.
facilitate reflection and continuous a clear gap between aims and However, there remains a large gap
learning with mobile and social tools, achievement in this area: 43% of between aims and achievement.
highlighting that these technologies practitioners in 2016 felt they had
are perceived to be effective learning achieved greater flexibility and The next section reviews the
environments. Other perceived access to learning within their learning theories that could
benefits of these technologies organisations, compared with the underpin decision-making about
include improving application of 99% of practitioners hoping for implementation and utilisation of
learning back in the workplace this benefit. technology in learning.
(94%), a 50% rise since 2012.
Some aims have become less
However, just 17% of practitioners central to learning strategies. In
feel they have improved 2012, improving communication
application of learning in the between individuals and reducing
workplace, compared with the 94% cost of IT support/delivery were
wishing to do this. Achievement of reported as key goals, with 55%
this goal has marginally decreased and 43% wishing to achieve these
since 2012. Similarly, only 9% feel benefits. Now less than a quarter
they have encouraged reflection, of practitioners wish to achieve
which remains unchanged from these aims. This suggests that the
2013. The gap between what has aim for mobile and social tools
been achieved with technology, have become less operational,
and what practitioners hope to and more focused on improving
achieve, highlights that digital learning outcomes.
learning is not yet being used in

11   The future of technology and learning


2W
 hat do we know about effective
learning technologies?

‘In order to In order to understand which


technological tools will be
An influential philosophy of adult
learning is andragogy. Knowles
understand which successful, we must understand (1980) resurfaced this idea,
the process of learning. This differentiating the needs of adult
technological section unpacks the theoretical learners from those of children.
constructs underpinning this Andragogic principles suggest
tools will be and analyses the conditions that that adults are autonomous, self-
successful, we lead to effective learning, both
online and offline, using research
directed, motivated, problem- or
goal-oriented, and have rich
must understand evidence. experience on which to draw from.
This is closely linked with self-
the process of Principles of learning directed learning, which has been
Some practitioners argue that a popular concept in literature for
learning.’ technology will fundamentally many years (Knowles 1975). This
alter how we learn (Siemens broad concept generally refers to
2005). Others challenge this, the ability of adults to understand
saying the process by which what they need to learn and to
learning occurs remains the same motivate themselves to do so.
(Tynjälä and Häkkinen 2005). It Practitioners are also applying this
might be most accurate to say concept to their organisations,
that while the mechanisms by designing learning that can be
which we receive or search for controlled by the user. This is not
information are changing, the way to say that there should be no
we learn from that information guidance in adult learning, but
remains the same. Meta-analyses that tutors should facilitate rather
conducted to examine the than instruct.
difference in success between
offline and online learning Heutagogy centres on the
methods support this idea, finding concept of self-determined
that similar instructional methods learning, and is a recent extension
lead to the same learning to andragogy (Hase and Kenyon
outcomes regardless of delivery 2000). This concept highlights the
channel (Sitzmann 2006). importance of self-efficacy and
individuals not only taking part
There are several theories or in learning activities to increase
frameworks that outline the competencies, but developing
principles of how people learn. the capability to learn itself.
One popular term is pedagogy, Finally, heutagogy suggests that
referring to the principles of the individual (as opposed to
how children learn. This is instructors) should select what
typically a concept that is used they need to learn, signalling a
in traditional classroom settings, complete shift from traditional
but is also erroneously referred to classroom teaching. This concept
in management research that is has been applied in distance
concerned with the development education, allowing students
of adults (Forrest and Peterson to decide their course content
2006). and their assessment method
(Blaschke 2012).

12   The future of technology and learning


It should be acknowledged that
individual knowledge and ability
motivated to transfer and use
this knowledge through social
‘As with any type of
to be self-directed will vary reinforcement and self-efficacy. learning activity,
between contexts (for example, The wider social and cultural
learning an entirely new skill at context in which learning occurs digital tools
work will require a different type of is essential for learning to take
instruction from an action learning place. This idea is mirrored by should allow for
discussion between experts), and
self-directed learning can vary
social constructivist theory
(Vygotsky 1978), which highlights
interactivity and
between situations and individuals, the importance of the nature reflection using
as discussed in previous sections. of collaboration in learning,
with learning occurring through blended learning
Digital learning, then, should allow individual interactions with the
interaction and facilitation by a wider social context. Instead of where possible.’
tutor where possible, allow users to traditional instructional methods,
draw upon their own experiences, this theory suggests that
and be oriented towards a specific individuals construct knowledge
goal that is relevant to the learning through their interaction with
context. As with any type of others.
learning activity, digital tools
should allow for interactivity and Both social and cognitive
reflection using blended learning theories agree on the premise
where possible. And, if learner that knowledge is constructed
collaboration is the chosen learning through problem-solving (going
method, people practitioners further than repetition of new
should provide guidance and knowledge) and this action of
support throughout the learning problem-solving using acquired
process and in the design of the knowledge is synonymous with
digital learning environment. transfer of learning. Both theories
are also linked to the concept of
The process of learning situated learning, where learners
Andragogy provides a useful are oriented towards solving a
philosophy to take into account problem within a context similar
when designing adult learning to one where the knowledge
experiences, but does not unpack will be applied (Billett 1996). For
the process by which learning knowledge to be robust, it needs
occurs. These processes have been to be applicable across context,
described through a number of but the further the transfer, the
lenses, which are best thought less likely it is to happen.
of as complementary rather than
competing theories (Johnson and In addition, Johnson and Aragon
Aragon 2003). (2003) suggest that digital
learning needs to allow social
Cognitive learning theories interaction and ‘real-life’ activities,
(Anderson 1982) are concerned to address student motivations
with the internal mental processes and individual differences,
through which learning occurs and and to allow opportunity to
information is stored and retrieved reinforce their learning in their
(through critical appraisals, communities. These theories
schemas and heuristics). provide an important call to
action for those designing any
Socio-cultural theory (Lave 1993) type of learning experience to
suggests that individuals learn allow learners to apply their new
through observation, modelling knowledge to problems, and to
others’ behaviour, and will be ensure that technology mediums

13   The future of technology and learning


‘It is clear that allow this sort of learning, or
provide offline experiences that
of different learning delivery
methods, and have found that
a “one size are complementary to the digital blended learning is preferable
initiative. for delivery, and that classroom
fits all” design and online methods do not differ
Taking in information is a widely in their effectiveness when
will not ensure prerequisite for learning, but certain conditions are met (see,
good outcomes learning theory posits that in
order for learning to truly occur,
for example, Bernard et al 2004).

in technology- the information must be used It is clear that a ‘one size fits
across situations in response to a all’ design will not ensure
enabled learning, problem or goal. This learning can good outcomes in technology-
be reinforced through a variety enabled learning, as each type of
as each type of mediums, whether this be learning experience has different
of learning opportunity to practise new skills,
or use the new learnings to solve
characteristics; it might be delivered
asynchronously, have different
experience problems in different contexts,
bringing together theoretical and
instructional methods, or different
levels of interaction with other
has different practical knowledge. students or tutors, all of which
impact on learning outcomes.
characteristics.’ These theories provide a useful
framework by which to evaluate For digital learning specifically,
the potential effectiveness of scholars have identified several
learning initiatives. In addition to moderating factors influencing
theoretical frameworks, there is a the relationship between learning
wide variety of research into digital delivery method and positive
learning effectiveness that should outcomes. These included type
influence technology uptake in of knowledge acquired, human
organisations. interaction, practice and feedback,
and length of activity, all of which
Evidence on the effectiveness of moderated the relationship between
technology-enabled learning type of delivery method and learning
While systematic, controlled outcomes. For web-based learning
research into the effectiveness of in particular, the opportunity for
emerging learning technology in feedback and practice enhanced the
a workplace setting is not widely effectiveness of the learning. A key
available, technology use in finding is that instructional method,
traditional and distance education interactivity and opportunity for
has been researched for decades, practice are key facets of digital
as has offline transfer of learning. learning or distance learning that
lead to positive learning outcomes
While adult education and (Sitzmann et al 2006).
distance learning are not identical
settings to the workplace, parallels These findings shine a light on the
between distance education and fact that the design of learning,
digital learning in organisations rather than the vehicle in which it is
are strong. Distance learning is delivered, is imperative for effective
often asynchronous, with students learning. Digital learning does not
accessing material at different possess any ‘special’ characteristics
times, with a low amount of (if for learning, although delivery
any) face-to-face time. In addition, might be more accessible.
distance education must make use
of technology and has a largely None of the factors identified in
adult population. Several studies these studies could fully explain
have compared the effectiveness the variation in learning outcomes.

14   The future of technology and learning


Other organisational factors Mobile learning tools mobile devices in a classroom
will undoubtedly influence the Mobile learning is thought to be or traditional learning setting.
outcomes of learning, such as effective because it enhances Teaching method was also
organisational support and culture. collaboration and social interaction identified as a contributing factor,
in many locations, provides with collaborative and inquiry-
Emerging technology evidence situated learning opportunities based mobile methods having the
While the majority of current studies where information can be applied largest effect on outcomes. These
on the use of technology in learning in the right context, and gives results suggest that collaboration
are concerned with traditional learners a choice of how and when or problem-based methods are
learning tools, such as digital they access learning. more effective ways in which
learning courses, practitioners are to use this technology, and that
increasingly looking to utilise novel In a review of the relationship mobile devices can be especially
tools such as mobile, social and between learning via mobile helpful in informal contexts to
game-based learning to achieve devices and student outcomes, support learning, where access
their strategic aims. Sung et al (2016) found a medium to learning tools might not be
effect size for mobile learning available without a mobile device.
Mobile, social and game-based being more effective than pen-
learning do not have a clear or paper-based learning. In Karimi (2016) explored the
definition and are referred to addition, informal environments personal characteristics that might
in a variety of contexts. Table 4 (such as learning in a museum influence adoption of mobile
outlines some of the definitions of context) contributed to greater technology by learners. They found
each tool. effectiveness, compared with using that students’ innovativeness

Table 4: Definitions of emerging technology trends

Emerging technology Definition

Mobile learning tools Mobile devices are seen as a way to deliver learning at the point of need, to those
travelling or working away from a fixed location (Saccol et al 2010).
Mobile learning can refer to learning on a number of devices, not just smartphones;
learning delivered through a laptop, tablet, or personal digital assistant are also
considered in mobile learning literature.
It can also refer simply to the overall mobility of learning not being tied to a
particular location or type of device (Traxler 2007, Park 2011).

Collaborative learning tools Technology is branded as a collaborative learning tool where it facilitates any sort of
interaction between learners.
This term is used in the context of social networks, knowledge-sharing, communities
of practice (both offline and online), amongst other tools such as messenger systems
and online meeting tools.
However, true collaborative learning will occur in an environment that allows the
process of social learning to occur. This refers to knowledge acquisition and transfer
that occurs through a social environment.

Game-based learning tools As with collaborative learning, gamification and game-based learning cover several
related but different concepts. For example, game-based learning can describe the
use of elements of games (such as game-based instructions or leaderboards), but
can also include immersive learning environments and serious games.
A ‘serious game’ in an L&D context refers to a game with a purpose. For example,
military training may rely on games where a person can ‘win’ or ‘lose’, just like in a
real-world environment.
Gamification refers to initiatives where the rules of games are applied to a situation –
for example, introducing leaderboards into a learning environment.

15   The future of technology and learning


influenced their intended adoption 1991). Communities of practice Truly immersive game experiences
of mobile learning. When within organisational contexts can be an effective method
students perceived that using provide more opportunity for for learning, especially in high-
the technology would impact on in-depth conversation, feedback risk, high-cost scenarios, but
their performance, their intention and reflection with a group of game-based elements such as
to use technology also increased. employees for development leaderboards are not synonymous
Practitioners should ensure purposes. For COPs to be effective, with immersive game-based
that guidance and facilitation, they must be supported by line learning. Using only elements of
particularly for those who are less managers providing learners with games may dilute the effectiveness
confident in using technology, is time and access to learn, and a of these tools.
available alongside the provision of safe space to share ideas and
mobile-accessible content. concerns (Barbara and Dina 2006). Summary
Research suggests that the
These studies left unanswered the Sharing of knowledge (whether factors that influence positive
question of how exactly mobile through an online information outcomes with emerging tools
learning becomes a useful learning management system, or social are similar to those of traditional
tool: is it merely a more flexible network) often falls under the tools, namely that instructional
vehicle for delivery of learning, net of collaborative learning in method, organisational context,
or does it have additional value? organisations through virtual and learner needs will influence
In order to positively impact on communities (Cheng et al 2014), success.2 The consistency of these
learning outcomes, ‘researchers even though in itself it does not findings supports the idea that the
must find the key to integrating constitute learning. Reflection, learning process is stable across
mobile devices with instructional practice and interactivity are contexts of offline and online
strategies and ingeniously match important for learning to occur. If learning. Table 5 summarises
the unique features of mobile the knowledge management and the implications of the learning
devices to the resolution of specific sharing system does not encourage theories and evidence reviewed in
pedagogic challenges’ (Sung et al these processes, it risks being a this chapter.
2016). When mobile technology costly but ineffective intervention
adds interactivity to informal (Wang et al 2007). Practitioners
learning or in environments where must first understand the impact of
collaboration is usually difficult, learning design in relation to what
this tool can add value. they want to achieve, and second,
use technology to support this.
Collaborative learning tools
Workplace learning is often informal Game-based learning tools
and hard to quantify – the outcome There is comparatively little
of interaction with others and evidence available on the
new challenges (Eraut 1994). This effectiveness of game-based
might be hard to replicate online, learning in organisations. One
but Breunig (2016) highlights that review (Sitzmann 2011) suggested
there is no reason to believe this that computer-based simulation
sort of learning cannot happen games contributed to greater
online, although this sort of learner outcomes than non-game
learning requires some strategy methods. However, as is the case
and structure to enable true with any type of online learning,
collaboration (Häkkinen et al 2003). technology itself was not the
largest influence of effectiveness:
Online communities of practice instead, it is the quality and
(COP) represent one structured characteristics of the learning
way of collaborating, a concept – specifically the availability of
developed in line with social interactive instructions – that
learning theory (Lave and Wenger were important.

2 For further detail on the studies outlined in this section and additional evidence, refer to the Appendix.

16   The future of technology and learning


Table 5: Learning theories and evidence: implications for practitioners

Implications for practice

Learning principles Social learning and social constructivist The environment should support learning by providing
and evidence learning (Lave 1993, Vygotsky 1978) opportunity to practise as well as incentivising practice.
Learning takes place through Social reinforcement, through social norms and role-
observation, modelling and motivation modelling, is important for training transfer.
to transfer learning through social
Individuals can construct knowledge through
reinforcement. The wider social and
collaboration with others. Create opportunity for
cultural context in which learning occurs
collaboration, towards a common goal, in order to
is essential for learning to take place.
facilitate social learning.

Cognitive learning (Anderson 1982) Information given during learning must be integrated into
practice. For consolidation to happen, interactivity and
Learning takes place through several
practice are therefore important.
mental processes, being consolidated
through storage and retrieval, and Activating prior knowledge in response to issues,
activating prior knowledge. Different collaborating with others, and reflection allow
types of information may be learned and consolidation of knowledge, leading to robust learning.
accessed differently.

Situated learning (Billett 1996) Learning that is problem-oriented and takes place in a
similar context to which it will be applied is more likely to
Learners are oriented towards solving a
be successful.
problem within a context similar to one
where the knowledge will be applied. The knowledge needs to be applicable across contexts,
but the further the transfer, the less likely it is to happen.
Make clear the link between the digital learning and real-
life context.

Andragogic and heutagogic principles Instructors should facilitate where possible, unless a
(Knowles 1980, Hase and Kenyon 2000) completely new skill is being learned, and remember to
draw upon the experience of individuals to shape learning
objectives (or allow the learner to completely design their
own learning).
Adult learners, when motivated to learn, can be self-
regulated and understand their own learning needs.
Ensure learning appeals to the motivations of employees.
Facilitating double-loop learning through activities such
as communities of practice and action learning allow for
such self-direction.

Digital learning evidence Instructional method, interactivity and opportunity for


practice are key facets of digital learning or distance
learning that lead to positive learning outcomes.
The moderators noted above directly reflect what we
know about the process of learning – that interaction and
practice are key to consolidate knowledge into practice.
Practitioners should be aware that learner preferences for
web- or classroom-based instruction may affect learning
outcomes; employees may evaluate digital learning less
favourably depending on their preference for technology.

17   The future of technology and learning


Table 5: continued

Implications for practice

Technology Mobile learning tools Collaboration or problem-based methods are more effective ways
trends in which to use mobile, and mobile can be especially helpful in
an informal context to support learning, where access to learning
tools might not be available without mobile.

Collaborative learning tools Learning can happen ‘by doing’ or participating, with no reason
to believe that this cannot happen online.
Challenges faced by offline social networks and communities of
practice (such as time, and lack of participation) will pervade
online versions of these tools; if time is already a barrier, allowing
users to access communities from home will not solve the issue.
If communities of practice lack reciprocity and learners lack
security to share ideas, collaboration will not occur.

Game-based learning tools Technology itself is not the largest influence on learning
effectiveness: instead, it is the quality and characteristics of
the environment – specifically the availability of interactive
instructions – that are important.
Immersive game experiences can be an effective method for
learning, especially in high-risk, high-cost scenarios, but game-
based elements such as leaderboards are not synonymous with
game-based learning.

Other Organisational context The organisational context will influence the outcomes of
factors learning; instructional design alone cannot account for the
variance in digital learning success.
Manager support for learning initiatives and organisational
support for time to learn are important in ensuring collaboration
can take place and learning can be accessed.

18   The future of technology and learning


3H
 ow strategic is the uptake of
emerging technologies?

The previous section highlighted Trends in digital learning An alternative allowing


the need for practitioners to ensure In the Towards Maturity survey, practitioners to respond quickly
that basic learning principles are practitioners were asked to to business need could be ‘light
met in digital learning design if select technologies used (or touch’ methods, such as open
they wish to use technology as a being tested for use) to support education resources that require
facilitator of learning. This section content delivery. In addition, no development time or budget.
uncovers what technology is being they selected the technologies In fact, TED Talks and open higher
used in organisations, and discusses planned for implementation education courses have seen a
whether the tools used are in the next two years, giving 25% increase in use between 2013
responding to learning strategies an insight into what tools will and 2016, after a 10% decrease
and needs, or other factors. be used to support strategy in between 2010 and 2013. This may
the future. be in part due to the availability
As discussed in section 1, some of open resources, with TED Talks
of the key strategic aims of L&D Historical data illustrates that reaching 500 million views in 2011,
practitioners are to improve access tools can fall out of favour over and several American universities
to learning, push information to time; in 2010 the most popular now offering free online versions
employees at the point of need, tool was online books (43% using of their courses. The belief that
respond to changing business this), followed by in-house wikis learners are digitally literate and
conditions, facilitate new ways of (41%) and podcasting (37%). use the internet as their first point
working and promote continuous In-house wikis and podcasts in of call for information could also
learning. To fulfil these goals, particular have declined in use influence this uptake.
practitioners should select tools that between 2010 and 2016 (15% and
allow easy, flexible access to content, 10% decline respectively), despite It is easy to see why these cost-
can be developed quickly, promote the declared aim of practitioners neutral, popular tools are being
reflection and encourage learners to to share user-generated content. used in organisations. However,
share their knowledge with others. their capacity to enable learning

Figure 1: Digital learning tool use, 2010–16 (%)

100
2010 2011 2012 2013 2014 2015 2016
90
80
70
60
50
40
30
20
10
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19   The future of technology and learning


will depend on the features of the Do technology trends influence fierce, and organisations under
open resources. Freely available technology uptake? pressure to constantly learn
university courses, for example, are The widespread adoption of new and evolve to stay competitive,
different in format from TED Talks. open resources such as TED Talks practitioners may often look for
The latter provides short bursts of suggests that practitioners are not novel ways to stay ahead of the
information that, taken alone, may afraid to use new technology. In curve and readily implement new
not be transferred back into the fact, some evidence suggests that technologies.
workplace. Other open education emergence of new technology
resources such as online university and its uptake by early adopters The Towards Maturity benchmark
courses might be more interactive can in itself drive its increasing survey confirms that as
or offer discussion opportunities use. While new tools emerge technologies are introduced,
that are linked with learning. on a regular basis, often with there is an increase in adoption.
promises of big results, trend For example, while Dropbox has
Focusing on these new open- reports in the technology and been available since 2008 for
resource technologies, and not learning sector lacked objectivity file-sharing, in 2010 only 22% of
focusing on promoting internal or quality methodology on which practitioners reported using this
knowledge, risks pointing claims were based (Boon et al tool. A year after the release of
employees to information that isn’t 2005). As a result, the reports Google Drive, 30% were utilising
directly applicable to the workplace themselves can often ‘set the this technology, rising to 49% the
unless it is curated by practitioners. trend’, encouraging adoption of following year.
Context-relevance is key for technology.
learning transfer (Billett 1996), and With visible brands releasing
many open-resource technologies In addition, some have suggested technology that supports a certain
do not encourage users to share that when new technologies are type of learning, and trend reports
their knowledge and reflect on available, we tend to overestimate predicting uptake of tools, it
what they have learned, unless the capabilities and successes may not be clear if technology
scaffolding techniques are used to of them, and underestimate the is implemented because it has
create context. In the longer term, long-term impact. This concept, become available (or a more
this will not help practitioners to referred to as Amara’s law (PC advanced version of existing
facilitate continuous learning and Magazine 2012), outlines that technology has been launched),
improve application of learning initial interest and publicity leads or technology has become
back into the workplace. Cost to quick adoption, and when available in response to market
savings and time savings might be technology fails to deliver on need. Further research should be
driving this trend, at the expense of its promises, adoption wanes. undertaken to better understand
strategic goals. With competition for talent this relationship.

Table 6: Technology release dates and uptake (%)

Usage year Planned usage


Launch Usage year following a year after
Technology date before release release
iPad (mobile devices) 2012 39 53 (2015) 79 (2015)

Slack (internal social network) 2013 29 44 50

Google Drive (file sharing software) 2012 20 30 49

Google Hangouts (VOIP conference) 2013 43 54 60

Facebook for work (internal social network) 2016 44 52 n/a

Skype for Business (online meetings) 2015 54 60 n/a

20   The future of technology and learning


Of course, technology cannot access to learning at volume, a key and 54% plan to use immersive
be implemented until it is concern for practitioners. However, learning environments such as
launched, and new products with a reported gap between serious games.
should not be ignored if they strategy aims and achievement,
can address business issues. and new technologies continuously High expectations for technology
However, practitioners should being launched, practitioners will to achieve strategic aims (such
ensure technology adoption look to other tools to supplement as promoting continuous learning
is being driven by learner and digital learning courses and and reflection) is mirrored in the
business needs, rather than by achieve other goals. increased intention to these tools.
product availability, to ensure the Research shows that mobile,
technology implemented supports Online learning courses will collaborative and game-based
strategy. continue to be popular, but other technologies can be effective
emerging technologies are set to in promoting positive learning
Which technologies are set to be increasingly used to support outcomes when certain conditions
emerge as a key part of strategy? strategy. In particular, game- are met. Do practitioner plans
The most popular technology used based, mobile and collaborative for implementation match these
in organisations is digital learning learning are widely planned for conditions?
courses, used by 88%. Their use. For example, use of bespoke
popularity has been constant over mobile apps is set to rise by 30%
time, relatively unaffected by the in the next two years, intention
introduction of new technologies. to use blogs (just one aspect
This trend is not surprising, as of collaborative learning) is
online courses provide flexible reportedly set to increase by 25%,

Figure 2: Digital learning tools use in 2016 in comparison with planned usage in 2016 (%)

Immersive learning environments


Bespoke mobile apps for learning
Job aids (for example PDF checklists, infographics)
In-house wikis
Blogs by tutors or learners
Paid information repositories/learning portals
Open education resources/digital materials offered at the
point of use (for example Wikipedia, OU, TED Talks, etc)
Online books
Podcasting

Video
Internal learning portals to bring together related
content (for example for job role, subject or profession)
User-generated content

Digital learning courses

0 10 20 30 40 50 60 70 80 90 100

planning to use in following Using


two years (2016)

21   The future of technology and learning


‘High expectations Spotlight on game-based learning
The use of achievement goals and
of the factors associated with
effective game-based learning
for technology to badges has increased by 11% since (Sitzmann 2011), it is important
2013, with 39% of practitioners that immersive experiences are
achieve strategic reporting use of this tool in 2016. well designed in order for them to
Immersive learning environments be more effective than other types
aims (such (such as serious games and of learning.
as promoting simulations) are used by 20%,
showing little change since 2010 With the popularity of games
continuous learning (19% using). set to increase, there is a risk
that games will be distilled into
and reflection) is As implementation of these tools their component parts, such as
is fairly consistent over time, it leaderboards and badges, in order
mirrored in the is likely be the case that these for practitioners to easily tap into
increased intention tools are only relevant in certain
workplaces, for example where
this trend. In the next two years,
the use of these game-based
to use these tools.’ learning in ‘real life’ is high risk elements looks set to increase,
and high cost in sectors such as with 48% planning to use these
healthcare and construction, and tools, compared with the 26% of
many organisations might not feel practitioners using them now. Use
they are worth the investment. of achievement goals is also set to
However, serious games might increase in use.
not be appropriate for all types of
learning, and require resource to These are relatively superficial
develop and implement, and so parts of game-based learning; it is
discrete game-based elements of unlikely that the tools will yield the
learning remain more popular, with same results as immersive games
leaderboards used by 26%. and simulations. They should be
used as part of a wider strategy,
Immersive learning environments rather than being used as the sole
allow learning to directly reflect motivator for learning in order
the context in which it should to be successful (Roberts 2017).
be applied. The interactivity of The true value of game-based
immersive games, especially those or simulation-based learning will
that bring together employees, be found when participants are
can also reflect the ‘real world’ required to fully engage their
collaboration environment. As emotional and cognitive faculties
has been highlighted as one as they would in the workplace,

Figure 3: Game-based and immersive tool use in 2016 in comparison with planned usage in 2016 (%)

Artificial intelligence tools (for example


intelligent tutoring systems, virtual assistants)
Augmented reality/virtual reality
(for example Oculus Rift)

Immersive learning environments


(such as serious games and simulations)
Achievement goals, badges
(for example Mozilla Open Badges)
Game-based elements
(for example leaderboards, levels, scores)

0 10 20 30 40 50 60 70 80 90 100

planning to use in following Using 2016


two years (2016)

22   The future of technology and learning


allowing self-efficacy and increased
transfer within the ‘real life’
with an increase of 21% in use over
time. File-sharing software use has
‘Research shows
context. also risen by 48% since 2010. that mobile,
The least widely used are AI Information systems look to remain collaborative
(artificial intelligence) tools, popular, with 80% of practitioners
perhaps not surprising given that planning to use them. However, and game-based
these tools have only recently
come to the commercial market.
knowledge management is not
synonymous with learning. If these
technologies can
Augmented reality is also used technologies are embedded as be effective in
by only 8% of organisations. Both part of wider practices for learning,
of these look set to increase their use can be effective. These promoting positive
in usage (19% planning to use tools alone, however, will not
augmented reality, and 22% promote the collaboration that learning outcomes
planning to use AI tools in the
next two years); however, it is
will lead to application of learning
into the workplace and continuous
when certain
not clear whether their increasing learning that practitioners wish to conditions are met.’
popularity is dictated by novelty or achieve with collaborative learning.
effectiveness. However, more practitioners report
use of file-sharing tools than
Spotlight on collaborative initiatives such as communities
learning of practice. These information
The use of internal information systems may have been prioritised
systems for collaboration has been as part of wider organisational
apparent since 2010, with 52% of strategies for knowledge
practitioners reporting using these, management.

Figure 4: Collaborative learning tool usage, 2012–16 (%)

100
2012 2013 2014 2015 2016
90
80
70
60
50
40
30
20
10
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ar
m
rt

Le
xa
Vi

re
(fo

23   The future of technology and learning


Figure 5: Collaborative learning tools used in 2016 compared with planned use in two years following 2016 (%)

Learning communities (for example action learning)

In-house/enterprise social networks


External social networking
(for example Facebook, LinkedIn, Twitter)
Communities of practice

Virtual classroom (live)


File and presentation sharing applications
(for example GoogleDocs, Dropbox, SlideShare)
VOIP conferencing/screen sharing tools
(for example Skype, Google+ Handouts)
Internal/enterprise-wide information services

Communication tools (chat, IM, SMS, newsletter, forum)

Virtual meetings (for example WebEx, Live Meeting)


Live online learning (VOIP conferencing, virtual
meetings, virtual classroom)

0 10 20 30 40 50 60 70 80 90 100

planning to use in following Using 2016


two years (2016)

Communities of practice were in 2012, rising to 44% in 2014 In summary, collaborative learning
used by 48% in 2016, and learning post-Slack release. Two years tools refer to a wide variety of
communities/action learning sets after launch, this figure rose to technologies, related to social
used by 42%. Positively, 77% 50%. Sixty-eight per cent of learning theories. True ‘social
of respondents suggest they practitioners now plan to use learning’ refers to a more complex
planned to use communities of internal social networks in the next process than using networks or
practice in the next two years, two years (as reported in 2016). sharing files, and practitioners
highlighting a trend towards more should be clear on what they
truly collaborative tools. However, The part that social networks want to achieve from collaborative
in previous years, use of these can play in collaborative learning tools and select them accordingly.
tools has been widely planned initiatives is not clear, as If knowledge management and
for but not translated to practice. effectiveness may vary by context promoting offline learning is the
This could be because these tools and the purpose of implementation key aim for technology, there
are more time-consuming to (Manca and Ranieri 2016). The are plenty of tools that facilitate
implement than other forms of value of social networks may be this. Practitioners with a strategic
technology. an indirect one; some research has aim to promote sharing user-
suggested that social networks generated content and facilitating
Social networks have increased can increase participation in continuous learning and reflection
in use in recent years, a trend offline learning activities through through collaborative learning
that looks set to continue. Slack, increased interaction (Van should focus on tools and
a technology that can be used Puijenbroek et al 2014). Given the initiatives that are truly based in
as an internal social network and aim of practitioners to encourage social learning theory.
messaging tool, was released in attendance of learning activities,
2013. Twenty-nine per cent of this might be a focus for social
practitioners used social networks network use in organisations.

24   The future of technology and learning


Spotlight on mobile learning reflecting a dual purpose of Voice Survey selected ‘lack of time
Eighty per cent of practitioners in facilitating greater access to for self-study’ as the number one
the Towards Maturity Benchmark content while achieving cost- barrier for learning, organisations
survey (2016) are utilising some efficiency by learning on users’ need to pay particular attention to
sort of mobile technology, an own devices. creating enabling environments for
increase of 9% since 2013. In the learners to access content.
the next two years, 90% of This approach does come with
practitioners plan to use some additional barriers to effectiveness. Mobile tools are being used to
form of mobile technology. For example, 51% of practitioners serve current content in a new way,
in the Towards Maturity Benchmark with 43% respondents adapting
Thirty-seven per cent of survey (2016) suggest that the content for mobile devices and
practitioners provided variation of learners’ mobile 41% developing content that is
smartphones that can be used technology is a barrier to digital platform-independent. However,
for learning in 2016. This number learning. The variety of devices only 17% integrate mobile apps
has reduced by 15% since 2013. means that it is difficult to ensure with their learning management
This might seem at odds with content works or is accessible system (LMS), a slight decline since
the aim of increasing access to by each individual, which 2013, when 21% of organisations
learning; however, this decrease inadvertently hinders the strategies did this. This decline looks set
does not signal lower intentions of practitioners to increase access to reverse, with 50% planning to
to use mobile technology. Instead, to learning. integrate mobile apps with their
there will be a focus on learners LMS, 67% planning to specifically
using their own devices; 57% of Mobile is clearly being used for enable content for mobile
practitioners plan to support a the practical aim of increased devices, and 59% planning to
‘bring your own device’ (BYOD) accessibility. However, given that develop content that is platform-
policy in the next two years, six out of ten (59%) learners in independent.
an increase of 7% since 2013, the 2016 Towards Maturity Learner

Figure 6: Mobile tool usage, 2013–16 (%)

100
90
80
70
60
50
40
30
20
10
0
ile

ile

nt

ut ile

ps
et

ne

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LM
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ob

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BY

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ur
ta
lm

rm

o, m

ile
tp

R
rt

tc

yo

m g
de

ob
Q
Al

ar
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fo

go sin
en
pp

in
i

sm

m
ov
nt

Us
nd

e u
ith
Su

d
Pr
te

pl e
e
pe

oa
w

m us
id
on

de

nl
ps
ov

xa -ho
rc

w
ap
Pr
-in
u

do
r e in
yo

rm

ile

fo s

d
s ( pp
le

ob
fo

an
ab

ol e a
at

se
en

pl

l
e

t t bi

ni
at
p
ly

en mo

ga
lo

gr

o
l
ca

ve

or
te

pm n
ifi

De

In

lo ow

o
ec

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Sp

ve ur

ol

2013 2014 2015 2016


To
de o
p py
ap lo
ve
De

25   The future of technology and learning


Thirty-five per cent of learners (20% planning to implement over factors, such as ensuring mobile
suggest that current digital the next two years), despite this content reflects the features
learning is uninspiring, so there being a powerful way to serve needed for learning, and the ability
is a risk that the ability to access content at the point of need for learners to access mobile
content across location and device outside the training room. For content because of time and
will not lead to better uptake, example, serving information in a device constraints. Putting support
especially since many practitioners specific context outside a formal in place to minimise these will be
plan to repurpose current content. learning environment, using important in ensuring learners are
To address this, practitioners additional technologies such as QR able to take advantage of mobile
should ensure the content codes, has been linked to positive devices.
designed or repurposed for mobile outcomes (Sung et al 2016).
is well designed, collaborative or By focusing on serving current
problem-based in nature (Sung et content on mobile, practitioners
al 2016). may be missing out on some of the
benefits of location-independent
Almost half of practitioners plan learning that can enhance point-in-
to use mobile apps to support time learning.
employees at the point of need
(47%, in contrast to the 18% of In summary, practitioners plan to
practitioners that are currently use mobile as an additional vehicle
doing this), suggesting that for content delivery, primarily to
practitioners will increasingly use increase support at the point of
mobile devices to support point-in- need. The extent to which this
time learning. However, a minority will meet organisational aims for
of practitioners are planning geo- flexible and higher-volume learning
location or context-sensitive help will be affected by a variety of

Figure 7: Mobile tools used in 2016 compared with planned use in two years following 2016 (%)

Use geo-location/context-sensitive help

Tools to organise and download mobile apps


Develop mobile apps in-house using
development tools
Integrate mobile apps within LMS

Use QR codes in L&D


Use apps to specifically support performance at
the point of need
Provide smartphones that can be used for learning

Develop content that is platform-independent

Provide tablet devices that can be used for learning

Specifically enable content for mobile devices


Support bring your own device (BYOD)?

All mobile

0 10 20 30 40 50 60 70 80 90 100

planning to use in following Using 2016


two years (2016)

26   The future of technology and learning


Conclusions and framework

Today’s learner is thought to be


digitally literate and motivated,
learning, but only when certain
conditions are met. Specifically,
‘What is clear from
wishing to access learning in a interactivity, opportunity to digital learning
flexible way. Technology allows practise, instructional method
access to learning away from the and learner characteristics are research is that
office, supporting the need for important factors that determine
flexibility. Taken together, this whether digital learning will be technology-based
points to an ideal future of learning
where self-directed learners can
successful. This mirrors what we
know about how people learn:
learning can be
access the required learning integration of knowledge to real- effective, in some
through any device, any time. life contexts is key for knowledge
In addition to this, technology transfer. cases more so than
releases happen regularly, with
big promises and trend reports As with any learning, the classroom learning,
singing the praises of a mobile and
collaborative future.
instructional methods and
learning theories they draw on
but only when
will be important determinants of certain conditions
There are several caveats to this success. The delivery method of
ideal future, however. Learners digital learning does not possess are met.’
report that their number one any specific andragogic benefits
barrier to learning is lack of time, other than flexibility of delivery
followed by issues with content. – a practical factor rather than
Technology alone will not address one that leads to an increase in
these barriers, especially if this learning, other than that is has
leads to the onus being on learners the underlying capability to reach
to access content, rather than more people. These principles
organisations presuming that of learning are not novel;
content can be accessed away practitioners should implement
from the workplace. The use of technology that supports the
BYOD policies might complicate right processes if they want to
the issue further, with a variation encourage learning.
in technology meaning the design
of content across devices is Be clear on the purpose of the
increasingly complex. Practitioners technology; don’t implement
should be aware of the added technology for technology’s sake
complexity of digital learning This report is not suggesting
environments, especially for those that technology shouldn’t
who have low levels of digital be used. Before investing in
literacy, and for self-directed technology, however, practitioners
environments where practitioners should be clear about what
are not available to guide, facilitate they hope to achieve with the
or control what information is tool. If technology is being
being shared. implemented purely for practical
reasons (access to learning,
What is clear from digital learning online networking, knowledge
research is that technology-based management through file-sharing,
learning can be effective, in some for example), practitioners
cases more so than classroom should be clear on the purpose

27   The future of technology and learning


of technology and facilitate Select tools that will address the or encouragement to access
other learning experiences real learning challenge learning, whereas a team leader
elsewhere. Equally, practitioners Before implementing technology, could see lack of engagement
using technology for learning practitioners should consider with courses and perceive this
should not implement knowledge the problem to be solved. Does as a lack of motivation from
management systems without a current learning have low uptake? employees. When analysing
strategy and other offline support Examine the factors behind this learning needs, practitioners
to ensure the collaboration will before implementing technology should take a multi-stakeholder
occur off the back of knowledge- to solve for this. If the barriers to perspective on why content
sharing. They might do better to learning are factors such as learner isn’t being accessed.
invest in other types of technology, motivation, learning characteristics, • Comparing learner satisfaction
or to address why knowledge is and lack of time, these barriers scores with learning outcome
not being shared, before turning to might be better solved offline first. scores for different vehicles of
technology. Mobile technology, for example, learning will aid in understanding
is hoped to break down time and of the perceptions and
Critical considerations: access barriers, but mobile learning acceptance of digital learning.
• In the war for talent, employers is only as effective as the content it Often, satisfaction scores are
need to remain competitive, serves and can’t solve fundamental higher for offline learning, but
and technology adoption is one issues such as lack of time. learning outcomes remain
facet of this. The desire to be an unchanged, as much research
early adopter of technology and If the only issue with the learning suggests that technology-
fear of falling behind this curve content is that an already effective enabled learning can be as
is a real concern for employers, learning course is not scalable effective as offline methods.
leading to quick uptake of or easily accessible, re-creating • How does the technology
technology. The aim to deliver this in an identical (or near to) align with other learning and
response to business need is environment will likely allow more development strategies? Is a
one that many practitioners flexibility and good outcomes move away from classroom
feel they have not yet achieved, (especially if the digital learning learning and towards online
and pressure from senior environment contains more learning taking place around
management may add to this. engaging elements). limited learning budget and
• Research shows that technology push towards employee self-
can be an effective tool, when By identical we mean that the direction in their learning? If
used for the right purpose. material possesses the same so, practitioners should ensure
Being clear on this purpose, and learning characteristics, such as that online learning is not
exploring different avenues to interactivity, practice, feedback seen as a second-rate option
solve for the problem before and ability to transfer in context. by employees and emphasise
immediately implementing It doesn’t have to be done that technology, too, is an
technology should ensure that synchronously. These can be investment in development,
technology can truly deliver. represented in different ways but highlight the benefits of
• Before investing, a clear strategy through technology (an online technology.
should be created for offline discussion board to supplement
activities that will allow the a self-directed digital learning Understand if the technology is
investment to be successful, course, for example, rather than truly ‘collaborative’ or ‘game-
taking into account the a breakout session in a classroom based’
organisational context, learner course). With an array of trend reports
needs or learning content. singing the praises of mobile,
Implementing technology to Critical considerations: collaborative and game-based
improve access to already • How can we pinpoint the ‘real’ learning, there is a danger that
useful learning, for example, learning challenges, when tools based on these theories are
will ensure an organisation different stakeholders in the implemented in order to keep
remains competitive, more so organisation have different up with trends, but will not see
than adopting a new technology degrees of understanding of the effects hoped for because
without a clear strategy on how what the challenges are? A they are a superficial form of the
it will be used, which will be learner could perceive their technologies.
costly in the long term. challenge is not having time

28   The future of technology and learning


For example, game-based learning
elements such as leaderboards
be gained by other means,
such as ensuring interactivity
‘Learning will
contain elements of games, but
they do not provide the immersive,
in instructions during learning
and creating situated learning
be most effective
true-to-life environment that opportunities. when it is relevant
motivates and allows transfer • Practitioners should weigh
of learning that a serious game up the benefits of new to employees,
does. These are a distilled
version of concepts that have
emerging tools against the
time and budget needed for
supported by the
been researched and shown
to be effective, but without
implementation, ensuring that
the resources needed will not
social context, and
implementing the full version, the have a knock-on effect on the learning itself is
same success might not be found. the quality and development
of other learning in the of high quality and
Equally, collaborative learning is organisation. There should also
not as simple as implementing be ample time and support
possesses features
a social media tool such as a
social network, or a file-sharing
allowed to ensure the tool
can reach its potential after
such as interactivity,
software where users can share implementation. ability to practise,
files. While this has value, it does
not have the capability to promote Apply what we know about offline feedback, and
true social learning in the classic learning to online learning
sense – reflection, collaboration Learning will be most effective reflection.’
and working towards a common when it is relevant to employees,
goal within a more structured supported by the social context,
community might be a better way and the learning itself is of high
to facilitate this. quality and possesses features
such as interactivity, ability to
Critical considerations: practise, feedback, and reflection.
• There is a balancing act Once the learning experience
between innovation and learning is over, there must be ability to
theory. The answer is not to practise the skills learned, and a
‘stand still’ and be fearful of salient reason to do so.
new technology. Collaborative
and game-based learning are A variety of research has
all supported by theory, but highlighted these features as
investment might not yield being imperative for online
the results required if the learning to be a success.
real elements of what makes Implementing technology and
these tools effective are lost in learning that does not have these
translation when being applied features will not lead to strong
in practice. outcomes, regardless of whether
• Practitioners increasingly look more employees can access
to emerging technologies to it. If technology is being used,
deliver continuous, reflective practitioners need to ensure that
learning, but implementing a other forms of learning accompany
tool will not achieve this aim it for the best outcomes, as
without a supporting strategy, blended learning has widely
complemented by other been highlighted as the optimum
organisational initiatives. delivery method.
• Immersive environments can be
very costly, and using elements Critical considerations:
of games and immersion • Applying theories of offline
can seem like a good option. learning to online learning may
However, similar results could not be a simple task, especially

29   The future of technology and learning


given the informal nature of as follow-up offline sessions or Based on the current evidence,
some tools. For example, how online discussion. Practitioners the framework in Table 7 outlines
do we ensure technology-based are under pressure to deliver a the key principles behind this
social learning reflects offline quick, easy-to-digest response and a checklist of questions
discussion and knowledge- to business challenges, but we that practitioners can use when
sharing, which is often informal? know that learning is more than selecting technology.
Selecting collaborative tools and serving information.
wider initiatives that facilitate
discussion and reflection in a Learning technology framework
real-world context is a good This report has discussed
place to start. the factors associated with
• We know that blended learning technology implementation
relates to the best outcomes. and effectiveness. The needs of
Technology-enabled learning learners, organisational context,
experiences should not always learning principles and technology
be standalone but should trends are all likely to influence
involve different aspects, such the implementation of technology.

Table 7: Learning technology framework

Factors influencing technology implementation Checklist

Organisational context What are the barriers to learning in your organisation,


• Organisational factors such as culture and business as perceived by a variety of stakeholders? How can
strategy will affect the success of technology. these be addressed with technology?
• Practitioners have great knowledge of their own Is the organisational context supportive of the
organisations; this should be used to identify barriers to technology? Do users have the time and support to
technology effectiveness. both access and contribute to collaborative and user-
generated content?
• Organisational barriers to offline learning should inform
the strategy behind the implementation of technology to Are there other barriers to the technology being
address these issues. utilised correctly, from security and control issues to
learner motivations? If so, what strategy is in place
to mitigate these?

Learner needs Have any conclusions been drawn about the digital
• Learners have varying levels of digital literacy, and confidence in the organisation?
attitudes towards technology use will differ across How have previous technologies been received? If not
employees. positive, have the objections been addressed?
• Learners can be self-directed, but motivation to learn Do learners have the time to access content in the
varies across context and between individuals. working day, and is access to learning encouraged by
• Learners lack time and ability to access learning material; managers?
technology can help make information available away Where learning is asynchronous, or requires self-
from a specific location to allow for better access, but direction, is clear guidance and signposts for assistance
shouldn’t be used to promote learning only away from available, along with a strategy to manage dropout?
the workplace.
Do users have the correct tools (whether that be mobile
devices or traditional computers) to access learning? Do
they have the time to do this?

30   The future of technology and learning


Table 7: continued

Factors influencing technology implementation Checklist

Purpose of technology Is the purpose of the technology project clear, and can
• The success of technology implementation will be the technology truly deliver on these objectives?
strongly influenced by how well the characteristics of the If the technology is being used to connect employees or
tool match the purpose of implementation. for knowledge management, rather than as a learning
• If technology is being implemented for technology’s environment, has a strategy for measuring ROI been
sake, it will not lead to positive outcomes. decided?
• File-sharing tools, for example, will not lead to If the technology is being implemented as a practical
continuous, reflective learning, but they can aid way to connect learners or act as a content repository, is
knowledge management and help sharing across learning being prioritised elsewhere?
locations if implemented correctly and where What other avenues are in place to support the
appropriate. technology, ensuring a blended approach?
How will the technology be supported over time to
realise potential long-term benefits?

Learning principles and evidence Does the technology allow for interactivity, practice,
• The principles of learning remain constant online and reflection? If not, are there other activities that can be
offline. undertaken alongside the technology to allow this?
• Be cognisant of learning principles such as andragogy3 If the technology is serving current, well-utilised content
and social cognitive theory to evaluate whether the across domains, does it possess the same features when
technology can deliver true learning. adapted for online use?
• Digital learning literature has also highlighted several If the technology will be serving current content
factors associated with positive learning outcomes, such repurposed for digital use, is the current content well
as interactivity and opportunity for practice. evaluated by learners? If not, how will the technology
make the content more engaging?
3 Popularised by Knowles (1980), andragogy refers to adult learning
principles such as; self-direction, utilising user knowledge for learning, Does the content served by technology relate to a real-
and tutors facilitating learning rather than instructing. For further world problem or situation? Is it clear how the learner
information, see page 12 of this report. will use this in their role, or for future development?

Technology trends Is the adoption of technology driven by learner needs or


• Trend reports and vendors provide compelling reasons technology trends?
for implementing new technology, but confusion arises Is there evidence for the capability of the technology
around the definition of new tools such as mobile, over and above trend reports?
collaborative and game-based learning.
We know that learning takes place when technology
• Use critical questions to evaluate new technologies and allows interactivity, reflection, and is similar to the real-
whether they are supported by theory. world environment. Does the new emerging technology
• Use sources of evidence from education and technology have the ability to do this?
research to identify success factors. Is the technology truly collaborative, or game-based
learning, or is it a content repository or motivational
tool? If not, is it fit for purpose?
What should be shared with collaborative technology?
Have you identified what information you’d like to be
shared and do you understand how to measure this?

31   The future of technology and learning


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34   The future of technology and learning


Appendix

Towards Maturity Benchmark 2 Online Benchmark review


Survey data sources through an online survey tool
Individuals with responsibility
The main sources of data for the for modernising learning
Towards Maturity Benchmark are: strategy in the workplace are
invited to participate in an
1 Online Benchmark review online review. The online review
through the Benchmark Centre mirrors the questions in the
Individuals who have taken Benchmark Centre.
part in previous studies with
Towards Maturity are invited 3 Learning Landscape
to review their learning and To date, Towards Maturity
development strategy using houses over 40,000 learners
an online Benchmark Centre. and their perceptions,
The review is a seven-stage motivations, habits, and actions
in-depth process which the L&D in its database, which are
leader can revisit repeatedly to captured through its Learning
check and update their answers Landscape service.
as their circumstances and
approaches change.

Literature review evidence

Topic Author Findings Implications

Digital literacy Park and Wentling The authors examined the factors that are This suggests that when
(2007) associated with digital learning training online training is not
transfer specifically, highlighting that user perceived as usable, students
attitudes towards the technology that feel they use the skills less
delivers training could be an important often, and less widely.
factor in success.
The study used survey data to measure
student outcomes in a US university setting,
both attitudes towards technology and
perceived transfer. Computer confidence
was correlated with transfer outcomes, and
perceived usability significantly correlated
with breadth and frequency of transfer.

Park and Wentling The authors found that digital literacy Digital literacy also affects
(2007) affected use of web 2.0 tools such as blogs perceptions of the usefulness
in the workplace. In a study conducted in a of tools, and the continuation
New Zealand accountancy firm, those with intentions of users. Making
lower levels of digital literacy were less clear the purpose of online
likely to believe these tools would have an tools is very important.
impact on performance. In turn, those that
perceived that web 2.0 tools would have an
impact on performance were more likely to
intend to continue using the tools.

35   The future of technology and learning


Literature review evidence (continued)

Topic Author Findings Implications

Learner Santhanam et al This research took a quasi-experimental This suggests that


characteristics (2008) study approach with undergraduates tailored instructions can
selecting to undertake an IT online course aid in student outcomes,
for course credit in a US university. During and also suggests that
the training, an experimental group were encouragement and
presented with scripts highlighting how facilitation can aid learning
critical the skills were that they were outcomes and encourage
learning, emphasising that they were self-directed engagement in
capable learners and reminding them courses. Practitioners could
to stay focused on the task at hand. A use prompts appropriate
control group was provided with generic for their audience in digital
instruction. Those in the experimental learning courses to ensure
group had improved learning outcomes engagement with content.
when compared with the control group,
after self-regulation and self-efficacy were
controlled for.

Howland and This study found that when students Self-directedness is a


Moore (2002) positively perceived their online distance concept that is not constant
course, they exhibited more self-directed amongst all adults, or indeed
learning strategies. The causality of this situations.
relationship is not clear, as those with a
Practitioners should also
more self-directed approach to learning
be clear on the perceptions
may have more positive perceptions of
and digital ability of
courses.
their workforce and plan
support around technology
accordingly.

Bernard et al This meta-analysis compares the This is not to say learner–


(2004) effectiveness of distance education and tutor interaction is not
classroom education, including related important in synchronous
studies from 1985–2002. Although this learning; it may be that
research is fairly dated, it covers nearly 200 the synchronous nature
studies on distance education in order to of learning means the
examine the teaching method and medium interaction is already present
and the effects of these factors on learning in the design of the learning.
outcomes.
The authors identified that there were
different factors associated with positive
learning outcomes depending on whether
the learning was delivered synchronously or
asynchronously. In asynchronous learning,
for example, dropout was much higher;
opportunity for interaction with a tutor
and problem-based learning strategies
were amongst the features related to
good outcomes. For synchronous distance
learning, interaction with other students
was implicated for good outcomes.

36   The future of technology and learning


Literature review evidence (continued)

Topic Author Findings Implications

Digital learning Means et al One meta-analysis studied the differences between This research suggests that
effectiveness (2013) effectiveness of blended, online and classroom a blend of classroom and
instruction. The analysis included 175 studies of online learning can lead to
various learner age groups and, interestingly, found no more positive outcomes.
differences between these age groups regarding the The authors cautioned that
effectiveness of different instruction types. Blended the results should not be
instruction had advantage over face-to-face instruction interpreted as unequivocal
and online learning, but with a larger difference between support for blended learning,
blended and face-to-face learning. and identified several
moderating factors to this
relationship. For example,
the learning approach
used in the training was a
significant moderator of
outcomes, with collaborative
and expository instruction
leading to better outcomes
in blended learning, but not
independent online learning.
Given the move towards
more independent, self-
directed learning, it is worth
noting that instruction and
guidance can lead to better
outcomes in certain contexts.

Cook et al This review looked exclusively at online learning in a Other organisational factors
(2010) workplace setting, namely the healthcare sector. They are likely to influence the
reviewed 51 studies, and found the high interactivity, outcomes of training, such as
practice exercises, feedback and repetition were related to organisational support, as is
better learning outcomes. However, the authors noted that the case with offline training.
there was substantial variations in outcomes and that firm
conclusions should not be drawn.

Sitzmann et The authors conducted a meta-analysis to compare the When instructional methods
al (2006) effectiveness of classroom-based versus web-based were taken into account,
training methods. They also compared effectiveness for the there was a larger disparity
acquisition of declarative or procedural knowledge. in the effectiveness of each
training type, suggesting that
Overall, web-based instruction was more effective than
the instructional method,
classroom-based instruction for learning of declarative
whether web-based or
knowledge, but there was no statistically significant
‘offline’, is a key part of the
difference between the methods for teaching procedural
effectiveness of training.
knowledge. However, a blended approach of web-based
and classroom training was more effective than classroom When participants self-
training alone for both types of knowledge (although learner selected into web-based
reactions were more favoured towards classroom training). learning, this method was
most effective. This suggests
Another moderating factor of learning outcomes was
that learner choice and
learner choice; when participants were randomly assigned
control is implicated in
to web- or classroom-based learning, classroom training
learning outcomes.
became more effective for learning declarative knowledge.
For web-based training in
Other factors identified in the meta-analysis were human
particular, the opportunity
interaction, practice and feedback, and length of training,
for feedback and practice
all of which moderated the relationship between type of
enhanced the effectiveness
training and learning outcomes.
of the training.

37   The future of technology and learning


Literature review evidence (continued)

Topic Author Findings Implications

Game-based Sitzmann Sitzmann (2011) conducted a meta-analysis of 55 studies No one factor completely
learning (2011) and found that computer-based simulation games were accounted for the variance
more effective than control groups of non-game-based in outcomes, suggesting that
methods. This was in terms of post-training efficacy as other factors not identified
well as knowledge outcomes. This was moderated by the influence the effectiveness of
instruction method; where passive instructions were given, game-based learning.
game-based methods were less effective than comparison
group measures. In contrast, interactive instructions led to
better outcomes in game-based learning.
The only variable that could independently account for
variance was the overall learning method. The positive
effects of game-based instruction only held up when the
game was part of a wider method of instruction. When
the game was the only method of instruction, game-
based learning was no longer more effective. In contrast,
when control groups were fully engaged throughout their
training, the learning outcomes were higher than the
simulation-based game.

Collaborative Breunig This qualitative study analysed the use of in-house This challenges the notion
learning (2016) wiki social network sites for social collaboration, which that social learning cannot
had been implemented to allow rapid access to shared happen online, and can be
knowledge, moving information-sharing away from emails. useful for connecting global
Interviews were conducted with colleagues from several audiences.
global locations.
Colleagues reported learning experiences when the
wiki system was used for collaboration to solve daily
challenges, and the technology was felt to remove barriers
between locations.

Barbara This case study explored a COP in the UK healthcare The authors suggest that
and Dina sector. Users found the communities of practice helpful, anyone facilitating a COP
(2006) and data collected from the system indicated high levels of should be mindful of the
usage over the course of the study, including out of office time constraints, and ensure
hours, indicating the flexible access times afforded by the wider support for the time
technology were used. However, for the communities to needed to take part by
be successful, users identified manager support and time managers and organisations.
to access as particularly important. Work–life balance
Challenges faced by
being disrupted was reported by some learners who had
offline social networks and
commitments outside of work hours and could not access
communities of practice
technology during work hours.
(such as time, and lack of
If communities of practice lack reciprocity and learners lack participation) will pervade
security to share ideas, learning will be limited. COPs are online versions of these
arguably the most time-consuming and complex aspects tools; if time is already a
of collaborative learning; however, they are most clearly barrier, allowing users to
linked to learning process theories. access communities from
home will not solve the issue.

38   The future of technology and learning


Literature review evidence (continued)

Topic Author Findings Implications

Manca and This study found mixed results for the success and use Overall, the review suggests
Ranieri of Facebook as a learning tool in a variety of education- that the effectiveness of this
(2016) based settings. 23 recent studies were identified. The tool will vary by context and
authors found that the tool was often selected because the purpose of the tool. A
instructors believed students would already be familiar limitation of this research
with the environment, and was most often used as is that it refers largely
a place for student discussion, followed by content to traditional education
development. The reasons for implementation often settings, so may not identify
differ, with some using it as a way to encourage informal some of the key concerns for
sharing, and others for discussion of formal education workplaces.
topics. Some studies suggested the use of Facebook
resulted in more collaboration between students than a
traditional learning tool, whereas other studies suggested
that Facebook was not being accessed by students of a
MOOC course, primarily because of privacy concerns.

London The author conducted a case study in a professional This research concerns
(2013) services organisation with globally dispersed teams to individual organisations, and
explore which factors impact on successful knowledge- cannot be generalised across
sharing in social networks. In the system used, user- contexts for this reason.
generated wikis were encouraged as a way to share However, it does suggest
information on technical issues with colleagues across that when collaboration
different global locations. Overall, the implementation tools are used effectively,
of the social network was perceived as a success, as it learning experiences can
provided an avenue for employees to share their learnings occur from collaboration,
across offices where there were knowledge gaps, and to and international knowledge-
apply their learning by translating this into written form for sharing can increase.
others. They also noted that pre-existing social networks
within offices affected how employees interacted, but
having a personal element (such as a colleague writing the
wiki) gave more credence to what was being written.

Van In a study of social network uses in an organisation based This suggests that social
Puijenbroek in the Netherlands, survey data suggested that social networks might be a useful
et al (2014) media will be most effective in organisations that already tool in promoting training
encourage collaboration, and that social networks would initiatives. It also highlights
increase participation in learning activities. The researchers that organisational culture
did find that social media usage did lead to increased relates to whether on-the-job
participation in learning activities, but their hypothesis that learning might take place,
organisational culture would moderate this relationship and this should be a concern
was not confirmed. However, organisational culture did for practitioners.
relate to levels of on-the-job learning.

39   The future of technology and learning


Literature review evidence (continued)

Topic Author Findings Implications

Mobile Vorley and The students in this study took part in a course that This study suggests that the
learning Williams promoted effectual thinking, a process linked to design of training is more
(2016) entrepreneurial success. Students were given either important than the vehicle
process-based information on the topic in a classroom, by which it is delivered.
method- and practice-based information in a classroom Practitioners should be
setting, or a blend of method-based classroom instruction mindful of how information
and process-based information via smartphone is delivered (is it oriented
application. The method- and practice-based students (in towards a problem, is it
both the classroom and blended condition) had better purely based on learning
course outcomes than the classroom-based process facts?), as this will influence
students. Delivering learning in multiple instructional learning outcomes more so
formats was related to better outcomes, whether the than the vehicle for delivery.
information was given via mobile or not. Interestingly,
student perceptions of the course were more positive in
the group where both delivery methods took place in a
classroom setting, rather than in a blended approach.

40   The future of technology and learning


Chartered Institute of Personnel and Development
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