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Learning CIPD Future of Technology and Learning 2017
Learning CIPD Future of Technology and Learning 2017
Learning CIPD Future of Technology and Learning 2017
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
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.
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.
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?
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?
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.
% %
Aim 2012 2016 change 2012 2016 change
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.
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.
2 For further detail on the studies outlined in this section and additional evidence, refer to the Appendix.
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.
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.
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Video
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Figure 3: Game-based and immersive tool use in 2016 in comparison with planned usage in 2016 (%)
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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
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suggested that social networks generated content and facilitating
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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.
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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?
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?
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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.
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.
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.
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.
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.