We have a wonderful elearning offering but nobody is using it…

We often hear and see a wonderfully built e-learning offering in organisations and yet, nobody is using it.  Or at least that is the perception. Employees are not making the time to access learning that would help them grow in their roles or make them more efficient in specific areas.

The first questions I always tend to ask are:

  •  Have your people time to access learning?
  • Can they find the things they are looking for easily?
  • Is learning even a priority in their job role, performance?
  • When they do access learning, what is the reason for it?

There could be more depending on the answers and what we can see. When we do an audit of the current learning offering a lot of the time, the user experience is not on par with tools such as Google, YouTube, Facebook and LinkedIn, to name a few.

Searching and relevant finding is something a lot of organisations, need to improve for all learning, corporate and HR communications. Wasting time finding stuff is not useful and in today’s world, we want answers quickly.

When we work on a learning strategy project, we will then also insist on investigating why people learn and how people experience the current offer. Frequently, employees will say they learn for personal development or career development and then a range of more culture-specific or person specific reasons.

After the fact-finding and user motivation research is completed, we can then work on bespoke user journeys to maximise learning that is relevant and fitting within the organisational context.

How has gamification worked in this?

We have had learner quests or challenges on specific themes important to them and the company. Learning duels, where two learners choose to test who knows more. We have set up steps to build successful learning habits with benchmarks based on company expectations, experience and role. At times and for various reasons we may have had a trivia quiz, a knowledge test to prove you know enough not to have to take a course for example.

It really depends, on what the objectives are to give a fitting solution. One thing we do know for sure, if you are looking for a great example of learning related gamification, then Duolingo is a good starting point. Equally tools like learning Swift through Playgrounds or learning to code through Py. All of these language learning apps have a solid base where the learner can feel good about their progress and stay in control of their progress.

 

When is what more important

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