Effective workplace training is a key aspect for many businesses when it comes to productivity and maintaining a competitive edge. This makes it vital that HR and L&D managers work to identify and overcome barriers that may slow, misdirect or prevent effective learning. So, ‘what is effective workplace training’ you may ask. Let’s find out.


Training should be Engaging and Reflective

The focus should be placed on training, not learning. Practice and follow-up activities that reflect on the training indicate if learning has been successful. It is not enough to merely present information; it needs to be applied and practiced in order to be properly retained. The world of e-learning has birthed more engaging training and is leading the way in learning and development. Upcoming trends show that video-based learning and gamification are creating an engaging and effective learning platform, injecting some life into a sea of words. Video-based learning can increase retention levels of individuals and can reduce information overload due to the simpler and more practical learning approach. Gamification (that is using video game design and game elements in learning environments) brings about a form of competition, which is a motivating factor and motivation equals engagement.


The changing landscape of tech

As we live in a technological society, it makes sense to implement learning as one of several forms of tech in order to educate tomorrow’s technological elite. Education has moved on from books, pencils and pens to the use of interactive technologies to help impart knowledge and understanding to young people and their mentors. By providing audio-visual, gamification and simulation-based training, you can increase retention levels of individuals and reduce information overload due to the simpler and more practical learning approach. With users retaining more and recalling this information when needed, this in time will show how cost-effective learning can be.


Freedom to Fail

According to eLogic learning, 80% of learners claimed learning would be more productive if it were more game-oriented. It seemingly taps into users’ naturally competitive nature which will encourage them to focus and perform well. There are a variety of ways that tech such as gamification can occur as part of learning, as well as virtual environments which engage learners in computer generated simulations. These environments allow trainees to safely practise their skills, and the time-old phrase ‘practise makes perfect’ rings true.

‘Freedom to Fail’ refers to the fact that players in a game do not really get ‘hurt’ in reality, which gives the player the freedom to explore that environment repeatedly and without risk to their physical person. In the same way, virtual training environments allows trainees to master their work-related skills with the ‘freedom to fail’. Without hurting themselves, colleagues, the general public or the company’s reputation.


So, what’s the catch?

There are a number of virtual reality (VR) training platforms available that are based on the concept of gamification and interactive learning. These virtual platforms can range greatly in price, some with expensive equipment and licensing fees that make implementing this type of training unfeasible. It is also important to note that most purely AI (artificial intelligence) simulations are based on programmed computer responses, so the authenticity of the scenario is limited and the engagement and responses from the programme are limited.

The most effective VR training is one that combines the synergy of computer-generated simulation with human-driven responses. C-Live is an example of training that utlises this concept. The computer-generated characters that the trainee interacts with are controlled by real people who are trained actors. This brings the longed-for element of unpredictability and infinite responses that are lacking in computer-controlled games.


So look out for a different take on how computer and human interaction is being developed, going beyond the use of computer games into and combining virtual environments with real-time human interaction.

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