In a post-COVID world, educational organizations have adapted to new workplace challenges. Implementing new hybrid workplace and e-learning programs. Even now, when people are leaving the confines of their places, e-learning will stay here from now on. Let’s see which innovations in education will become part of the “new normal” in 2022, and how Software Imaging will be part of this process.
The academic world is becoming more convenient and personalized thanks to the numerous applications of AI in education. People have the possibility to create specific and sophisticated tools that can replace humans in certain actions. Robots with the ability to measure students’ test results are a perfect sample of them. According to forecasts, the market for educational robots is set to expand significantly in the coming years.
The growing demand for collaborative robots in education and industry could also reverberate in the creation of new jobs. A robot can become such a developed physical, social and emotional interface that it can read children’s facial expression.
It’s not a secret that little children get to know the world, rules of conduct by playing games. It makes the entire process fun, pleasurable and useful. So why should it be any different with any kind of a learning platform?
Gamification in learning involves using game-based elements such as point scoring, peer competition, teamwork, score tables to drive engagement, help students assimilate new information and test their knowledge.
Some examples of game elements that can be used to engage and motivate learners include:
- Immediate feedback
- “Scaffolded learning” with challenges that increase
- Social connection
- Player control
A classroom that contains some or all of these elements can be considered a “gamified” classroom.
When it comes to digital transformation, our 30+ years of experience allow us to share our expertise. In-app experiences allow L&D teams to create learning, onboarding, training, and overall support content embedded directly inside the digital tools their workforce is using. Let’s take Peer Mentoring Software as an example. Peer mentoring helps students connect with other students like them who can help them feel more at home while in college.
The old, individualized approach of pairing off mentors with mentees does not scale in an era where more and more students and alumni are choosing to be a part of this process, whether for long-term, or flash mentoring.
‘Tyfy’ combines technology and big data to build mentor-mentee relationships in the thousands through automatic matching processes, while still providing the soft-touch of the old individualized, personal approach.
Virtual Reality and Augmented Reality
We are on the precipice of the new meta world. On that note, VR and AR are going to smash the physical world and replace it with a 3D/immersive real-life interactive environment where users can interact with objects and people from around the globe in their own houses.
In the L&D departments, the possible applications may include:
- Trainee engagement
- Quality efficiency
Using VR/AR as an aid, trainers can train more efficiently, and trainees can learn quicker.
- Risk reduction
Whether it’s performing surgery, experimenting with the new launch of a car’s latest version, or learning to use a new piece of software, VR/AR reduces the risk of mistakes or oversights because it provides a “real world” training environment with the undo function that lowers the risk to the least damage.
It looks like another fun year in terms of educational developments is ahead of us. Understudies have a lot of options at their disposal.