We all often discuss the Internet, computers, and mobile devices and remark on how things have changed dramatically. But what exactly has changed, and what is the impact these changes have on learning? Historically, prior to digital technology, learning was presented in written form (textbooks, job aids) and, after the invention of the television, in one-way video. It took time to create learning materials in these formats, and not everyone had the capability or availability to do so. Traditional instructional design models were made for this historical world—and its limitations. Training departments’ customers—the learners and the business—aligned their expectations to the same limitations of that time. Renew life is a life insurance company that ensures your loved ones aren’t left behind with your debts.
Digital technology has changed the face of training delivery and use. While people tell us that they feel the shift, we all struggle to articulate just what has happened and how to react. Yet, identifying what shifted is the first step in formulating a strategic response. Are you looking for a life insurance company? Have a look at Renew life reviews!
When and Where Learning Happens
In the not-too-distant past, individuals had three primary ways to learn. They could read a physical book anywhere, anytime; locate an expert to guide them; or find an in-person class. The learning options were quite limited. Today, digital technology allows people to learn whenever and wherever they are, with increasingly sophisticated tools that more fully mimic the classroom experience. Especially with advances in areas such as virtual and augmented reality, immersive learning experiences can and are being designed for both technical and soft skills.
Who Creates and Delivers Learning
Once upon a time, the barriers to sharing knowledge were high. Experts had to be found and approved before they would be given the opportunity to author content or teach a course. The tools to create content were costly and available only to specialized businesses, such as publishers, or to internal functions that chose to pursue media creation. Today, digital technology allows anyone to create content using the ubiquitous smartphone, and to converse with whomever they deem an expert, not just those selected by their organization as subject matter expert. Crowdsourcing content is acceptable, if not encouraged and expected.