eLearning Trends 2016 – Cloud-Based eLearning Solutions

There are quite a few concerns about surrounding cloud-based elearning solutions such as a lack of IT support resources, data security or unreliable access. While these are all valid, great strides have been made to resolve those issues and provide a solution that has a great many benefits.

Firstly, cloud solutions are easy to use and support. You don’t need to install software on each computer and you don’t need specialized IT staff to maintain the system; this is all done by your solution provider. Another benefit is probably the most important to most organizations – cost. You can customize your solution so that you don’t have to pay for features that you don’t need. Another advantage is the cloud can be accessed anywhere by different devices so geography doesn’t play in as a factor.

Lastly, for those who are losing sleep over data security, there are a variety of safety measures that can be used such as data encryption and SSL. You can also password protect your platform to allow certain individuals access to certain areas of the training.

Contact me at matttklinger@pathwaysinc.ca to learn more about how we can help you with your elearning needs.

eLearning Trends 2016 – Cloud-Based eLearning Solutions

2016 eLearning Trend to Watch – Big Data

You don’t need to be an IT expert to have heard the expression “big data”. This refers to large quantities of data that are gathered and analyzed to expose different patterns, tendencies, and associations. This can be a very useful tool when considering your elearning objectives and how big data stats can help fine tune your training based on concrete stats. Most elearning solutions require a custom approach so why not take advantage of big data analytics to help custom tailor your learning activities?

Making sure that your learning solutions have effective reporting tools and user feedback will only help as you move forward with whatever training projects you have. Let the big data you have access to help you focus on key areas of your elearning course design and research!

2016 eLearning Trend to Watch – Big Data

Virtual Reality and 3D Simulation for Training

Using 3D or virtual reality environments as part of your training methodology creates a whole new aspect of your training that will enhance your learner’s experience. This type of technology breathes life back into traditional online training and stimulates greater enthusiasm and interest in a course which translates into greater retention. Virtual reality scenarios can be used to test the knowledge gained from elearning in a life-like situation, allowing you to see what decisions the learner makes and how they react to the consequences. These simulations can replicate a variety of real-life occurrences such as human actions and behaviour. People usually learn best when they learn in real life and this is the next best thing to that, especially with high quality graphics and interactive scenarios.

By enabling learners to directly interact with their learning materials, virtual reality makes courses immersive and entertaining, thereby increasing engagement and motivation to learn, and also appeals to different types of learners in a way that standard eLearning does not

Virtual Reality and 3D Simulation for Training

Learning Trends 2016

Advances in technology have over the past few years served to shape the way in which learning is created and delivered across various mediums. Particularly with the ease of access to smart phones, tablets and laptops, how information is disseminated to learners is constantly evolving.  Learners prefer information to be delivered in quality chunks that are easy to understand and that minimize the time spent. Learners by their preferences therefore influence the future of learning.

Here are some learning trends to look out for within the next few years.

Augmented Reality

  • Augmented Reality applications are created by imposing digital information unto physical infrastructures
  • Wearable learning is gaining popularity in the market (e.g. smart watches for fitness tracking and health monitoring, Google Glass)
  • The Augmented Reality market is growing at a rate of 15% per year. By 2018 it is estimated to become a $1 billion dollar business. (Source: Markets and Markets March 2014 report- Augmented Reality and Virtual Reality market.)

LMS Hosting

  • The LMS market is expected to grow to an $8 billion dollar industry by 2018 (Source: Markets and Markets)
  • A recent survey found that 59.9% of organizations chose to house their LMS on a vendor site, while 33.5% chose to house it on-site, and 6.6% chose a third party.
  • Vendor support is ranked highest among reasons for switching to a vendor site. (22.9%) (Source: Brandon Hall Group, LMS Trends 2015)

SHIFT to HTML5

  • Device agnostic learning (responsive design) is becoming more popular. Learners want the flexibility to access content on various devices with more ease.
  • As a result, Flash usage has decreased by 25% and there has been a shift to HTML 5.

These trends are highly driven by developments in new technologies created to improve the efficacy of how learning is delivered. As well, advancements within the field are quickly evolving the way in which learning is approached within various sectors.

Learning Trends 2016

TO CODE OR NOT TO CODE

Depending on who you ask, the ability of an Instructional Designer to write code will bring up a variety of answers. One might think that using just an authoring tool to create their elearning will get the job done and that might be the case depending on what you would like to accomplish. However, if you can add the expertise of a Computer Programmer to provide animations and graphics written with a computer language, then why not?

I suggest using a combination of these two skill sets to create a solution that is better than either one on their own.  While authoring tools are necessary, there are certain things they can’t accomplish. Having someone that can add value to your elearning module using HTML5 or JavaScript, can really set it apart and elevate the content to a new level. One must also take into account that many different devices are being used these days to access these modules and responsive design is crucial to the delivery of a module that makes sense to the learner and looks good.

Coding isn’t for everyone and I understand it’s not an easy task to learn. That’s why we, at Pathways, have taken the strategy of having Computer Programmers AND Instructional Designers. They compliment each other very well and make for a more impressive and effective final product.

TO CODE OR NOT TO CODE

Creating a Custom Hotspot Activity for eLearning using Flash

Here’s a quick look at how to create a cool Storyline-compatible hotspot interaction in Flash for an eLearning module. I recently wanted to make a pick-many activity where the user could select multiple keys on a keyboard. In Storyline, hotspot activities are weakened by the fact that only selectable objects have a hand cursor over them. I got around this by making a huge hotspot that covered the entire keyboard, and then putting the ‘correct’ hotspots on top of that one. This solved the hand problem, but made it impossible to have any hover/selected effects on individual keys. The user would have no idea which keys they had selected.

I know when to stop beating my head against a wall; Storyline just isn’t made for this type of complexity. This is a job for the Flash! The Adobe Flash, that is. I’m not going to go through the whole ActionScript3 code here, but I want to talk about the important part – the communication between Storyline, and the keyboard, which is a SWF movie.

For my purposes, I want the activity to be marked correct when the user has selected both ‘Ctrl’, and ‘O.’ The activity should be marked incorrect if any other buttons are marked as ‘selected’ when the user submits the interaction. To accomplish this, I placed three buttons off-screen, and assigned them to be the hotspot targets – two correct buttons, one each for ‘Ctrl’ and ‘O’, and one incorrect button, which gets selected whenever there are incorrect keys selected.

These buttons are triggered by Storyline variables (in this case, True/False variables named ‘correct1’, ‘correct2’, ‘incorrect’). There are triggers which change the state of these three buttons, based on the state of the associated variables. When the user hits ‘Submit’ the state of these three off-screen buttons is what determines if the interaction is marked correct or incorrect. Here’s an example of what the slide looks like in Storyline:

capture.png

Okay, simple! So how do we adjust Storyline variables from a SWF movie? The answer can be found in this great article by Julio Ordonez. Here’s the short version, though. In your ActionScript3 code, call the following function to change a variable (in this case, we’re setting the variable ‘correct2’ to True):

ExternalInterface.call(‘GetPlayer().SetVar’,’correct2′, true);

The internal logic of deciding when to set each of your Storyline variables as True or False will be largely dependent on your particular circumstance. In my case, for example, I wanted my interaction to be marked correct only if two specific keys were selected, out of a possible 40 or so. I created an array to track all of the currently selected keys, and then iterated over the array on each mouse click, changing the Storyline variables depending on which keys in my SWF movie were selected.

The basic setup will remain largely unchanged, however. Simply hide your hotspots offscreen, and set their states via Storyline variable which are in turn set from within your Flash movie.

Here’s a working demo of the keyboard interaction.

 

Creating a Custom Hotspot Activity for eLearning using Flash

ELEARNING AS A SUSTAINMENT TOOL

Regardless of what medium is used to train a topic initially, the end game should always be the same – the content is learned and STAYS with the learner. That means that whether you have ILT or deliver an elearning course, finding a sustainment tool is key. There is something called the forgetting curve that hypothesizes humans halve their memory of newly learned knowledge in a matter of days or weeks unless they consciously review the learned material.*

Over time, it’s highly likely that people will forget material unless there is some kind of sustainment tool to reinforce what was initially learned. eLearning is a very effective tool to use as it gives the learner 24/7 access to sustainment activities and all the original content that was presented. Being able to access content and refresh key topics will only give learners more opportunity to reinforce what they’ve learned when the forgetting curve kicks in. Even if you have ILT, you can follow it up with an elearning module that will give learners an opportunity to reinforce what they’ve learned in class.

*https://en.wikipedia.org/wiki/Forgetting_curve

ELEARNING AS A SUSTAINMENT TOOL

MAKING ELEARNING MOBILE

AN INTRODUCTION

It has become commonly accepted that if we re going to learn something new, we need to be at our desk to take an eLearning course. However, this doesn’t always have to be the case.

WHY?

There’s a shift happening and we believe in 2016, there will a major move to mobile learning this year. Organizations who can’t upgrade, or who are simply afraid to do so for financial reasons or security ones, will be left behind.

These days, however, a lot of time is spent taking eLearning at a desk. We can’t take out our phone or tablet, and take an employer’s eLearning courses or watch their instructional videos via our own personal device. A far cry from the access to information, most of us are accustomed to. Mobile learning is a very simple concept with it’s own set of challenges which are slowly being overcome.

We are seeing an increase in eLearning growth, but there has not been the same type of growth for mobile learning. For example, there has been an overall growth in the number of courses (eLearning) delivered either online (29.1%) or with a blended approach (28.5%) accounting for 57.6% of programs. There is an overall increase in eLearning or blended-learning adoption of 3.8% over the previous year. A trend that will continue, as more companies consider the instructor-less training approach or have a large mobile workforce.

This trend towards increased eLearning adoption, will also increase as data showing that millennials are accounting for an increasing number of employees overall. A figure that, by the end of 2014, was already at 36%. Millennials have a strong preference for on-line learning and their increase in the workforce will drive the need from just eLearning courses to eLearning courses that are available on their mobile devices.

WRAPPING UP

Pathways is one of the first vendors to launch mobile learning across Canada. If you would like to learn more about our mobile learning and eLearning, take a peek at our company website: Pathways Training and eLearning, at http://www.pathwaystrainingandelearning.com/. We always look for fresh ways to engage learners and to make the learning experience as fun as possible!

Sources:

http://elearningindustry.com/elearning-statistics-and-facts-for-2015

http://info.shiftelearning.com/blog/bid/331987/Mobile-Learning-Stats-that-Will-Make-You-Rethink-Your-Training-Strategy

MAKING ELEARNING MOBILE

A Reflective Look at 2015! Great eLearning/Mobile Learning Projects and a Fantastic Team and Wonderful Clients

As people start to wind-down for the holiday season, I have found myself reflecting on this past year.  2015 has been a wild-ride for Pathways Training and eLearning.  We continued our rapid growth while working on many fantastic and innovative projects. We were also lucky enough to hire many fabulous new instructional designers, programmers and graphic designers to our team!

As I think about all the things my team and I worked on this year, some memorable projects and accomplishments come to mind. Here is just a small sampling:

  • We completed 32 eLearning modules that were 100% compliant, within extremely tight timelines.
  • Developed over 40 amazing training videos. Many of which had SCORM wrappers with quizzes so that learning from videos could be tracked on an LMS.
  • Created a virtual simulation to help one of our Canadian financial institution partners replicate their internal computer systems.
  • Won a prestigious and coveted award for Training Excellence in 2015 from the Institute for Performance and Learning.
  • We were one of the first vendors ever to launch true video game based learning – otherwise known as gamification.
  • These mobile learning applications were attached to our financial institution partner’s LMS and were launched to employees across Canada.
  • Won several large, multi-year RFPs for eLearning modules, portal development, training videos and change management.
  • Developed 22 eLearning modules for a financial institution client in English and French in a 4-month period.
  • Continued to provide classroom based training to several of our loyal luxury automotive clients in: leadership, customer service, project management and communication.

In total, we developed over 300 innovative learning technology, animation and graphic design projects this year, while delivering over 200 classroom-based learning sessions. We even outgrew our office space, moving to bustling Yonge and Eglinton. Wow!

None of this could have been accomplished without the support of some amazing colleagues and fantastic clients.

To my team – The amount of incredible mobile learning games and eLearning courses that we developed in 2015 has been astonishing. Year over year, you all continue to amaze me, with skills and capabilities far surpassing anything I could have envisioned. I can’t wait to see what we achieve in 2016, because I continue to believe we are setting the new benchmark for innovative learning in Canada!

To our clients –Thank you for trusting Pathways as your consulting partner and for allowing us to collaborate with each of you on so many amazing learning projects. You are the reason we get to do what we love so much!

I wish everyone a very Merry Christmas, a wonderful Holiday Season and a healthy, happy and safe 2016!
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A Reflective Look at 2015! Great eLearning/Mobile Learning Projects and a Fantastic Team and Wonderful Clients

Programming tips: Modifying Storyline eLearning modules’ variables from Adobe Flash

As part of our series of tutorials, regarding extended functionality in Storyline by using Javascript and/or assets created in external tools, I want to jump in to a more advanced topic that will ultimately take our eLearning modules to the next level.

Let’s say you created in Adobe Flash a very fancy navigation bar with play, next slide and previous slide buttons, with some beautiful animations and states for the buttons that could hardly be done directly in Storyline, and now you are wondering how you will be able to actually control the module with that externally developed asset.

One option, and probably the simplest, is to import the flash object into your Storyline project and then cover the clickable areas with hotspots. While effective, because they will easily trigger the actions you want, this hotspots will also interfere with the states of your buttons, like the hover and clicked states. This happens because your hotspots are basically covering your Flash object and, in consequence, this object is not receiving any mouse inputs.

Another option is to have variables in Storyline that, modified by the Flash object, will drive the eLearning module, pausing and resuming the timeline, and going to the next or previous slide. In this tutorial, I want to show you how to achieve this by only using 2 variables in Storyline, that way we can also explore a bit more about triggers on the slides.

Just a heads up, since we will be using ActionScript 3 in Flash, we will have to do a bit more with coding compared to the first 2 tutorials.

Setting up the environment in Storyline

Let’s start by setting up the environment within Storyline, that way when we jump to coding in Flash, we will already know what to modify in our eLearning module.

The first step is to create 2 variables in Storyline that, as I mentioned before, will affect our module, pausing it or resuming it, and making it navigate to different slides. This variables could be as follows:

  • pauseModule: This variable is a Boolean or True/False and its default value is set to False.
  • navigateTo: This variable is Text variable and it’s default value is set to blank.

The second step is to create the triggers on the slide that will actually affect it. This triggers could be as follows:

  1. The first trigger should pause the timeline when ‘pauseModule’ changes to True.
  2. The second trigger should resume the timeline when ‘pauseModule’ changes to False.
  3. The third trigger should make the module jump to the next slide if ‘navigateTo’ changes to the value “next”.
  4. The fourth trigger should make the module jump to the previous slide if ‘navigateTo’ changes to the value “prev”.
  5. The fifth trigger should reset the value of ‘navigateTo’ to blank when the timeline of the slide starts.

Note: On the third and fourth triggers, the comparison to the values “next” and “prev” shouldn’t be case sensitive, that way we can ensure that inputs like “Next” or “PREV” have the same effect on the module.

Extending a bit further our work in Storyline, we can easily create a Master slide and implement this triggers in there, that way we don’t have to repeat this process n-times throughout our module.

Controlling our eLearning module with AS3

Now that we have set our variables and triggers in Storyline, it is time to go to Flash and create the code that will activate those triggers.

Let’s assume we have created 3 buttons and they are as follows:

  • A play/pause button called ‘playPauseBtn’
  • A next button called ‘nextBtn’
  • A previous button called ‘prevBtn’

With that in mind, let’s create our code in AS3. In this part, I will explain each line of code so that we all have a clear understanding of what they do.

The first step is to import the libraries related to the events of the mouse (e.g. Click event) and related to the communication of our Flash object with Storyline.

import flash.events.MouseEvent;

import flash.external.ExternalInterface;

The ExternalInterface library will allow us to call Javascript functions that are external to our Flash object, and the MouseEvent library, will capture the mouse input on our buttons.

var playPause:Boolean = false;

var navigateTo:String = “”;

In the lines of code above we are defining the same two variables we defined in Storyline, the ‘playPause’ variable relates to the ‘pauseModule’ variable and will indicate whether to play or pause the timeline of our eLearning module; the ‘navigateTo’ variable will determine if the module has to navigate to the next or previous slide from the current slide. These variables will be modified by the functions linked to the following event listeners:

playPauseBtn.addEventListener(MouseEvent.CLICK, controlTimeline);

nextBtn.addEventListener(MouseEvent.CLICK, navigateNext);

prevBtn.addEventListener(MouseEvent.CLICK, navigatePrev);

In essence, an event listener, is a function that will be executed when an event happens, in this case, the controlTimeline function will be executed when the playPauseBtn is clicked, and the navigateNext and navigatePrev functions will be executed when the next or previous buttons are clicked, respectively.

Now let’s see how these 3 functions are defined, starting with the controlTimeline function:

 

function controlTimeline(evt:MouseEvent):void{

                playPause = !playPause;

                ExternalInterface.call(“GetPlayer.SetVar”, “pauseModule”, playPause);

}

We will take a more in-depth look at the structure of AS3 in a future tutorial, in the meantime, let’s understand what the previous function is doing.

Basically, what the contolTimeline function does is to toggle the value of the variable playPause between True and False, as explained on a previous tutorial (link to the first programming tips article), and then it executes our beloved Javascript function “SetVar” (please refer to the first programming tips article for a better understanding of this function) by passing the two necessary parameters.

 

function navigateNext(evt:MouseEvent):void{

                navigateTo = “next”;

                ExternalInterface.call(“GetPlayer.SetVar”, “navigateTo”, navigateTo);

}

 

function navigatePrev(evt:MouseEvent):void{

                navigateTo = “prev”;

                ExternalInterface.call(“GetPlayer.SetVar”, “navigateTo”, navigateTo);

}

And finally, the previous functions will indicate the eLearning module to navigate forward or backwards by changing the value of the variable ‘navigateTo’ to “next” or “prev”.

Before finishing the tutorial, let’s remember that this interaction can’t be tested locally within storyline and, as indicated on the first programming tips tutorial, we would need to make use of other tools to verify if our customized code is working.

If you want to know more about Javascript and ActionsScript 3 applied to eLearning or about how to use other tools, such as software for 2D or 3D animation to enrich the outcome of your products, don’t forget to visit our blog or our website at www.pathwaystrainingandelearning.ca.

Programming tips: Modifying Storyline eLearning modules’ variables from Adobe Flash