(L)earning (M)ade (S)upportive Through LMS Data 

This post is provided by guest blogger, Sejdije Fejza, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

In this article, researchers from the University of Queensland in Australia analyzed whether LMS data is useful in understanding learners and their needs. Video based learning management systems were assessed by monitoring how many times a student clicked on a video and the amount of time that video played. Exam results were also reviewed to determine whether LMS data can assist student learning. First, it revealed students’ preferences for learning. Additionally, students can reference back information or work on their own time. They also revealed that shorter videos and content receive the best results when instructing through this LMS. 

This source is helpful for organizations who are deciding what factors to assess in their LMS to support student learning. If individuals adopt this form of analysis to support learning, it is important that they carefully choose the best LMS features to assess. This will avoid limitations in data. For instance, it’s important to consider how engaged students are when watching a video. Therefore, the number of times clicked on a video may not necessarily correlate to whether the viewer is actively paying attention to the video to assist in their learning. 

Reference 

Maloney, S., Axelsen, M., Galligan, L., Turner, J., Redmond, P., Brown, A., Basson, M., & Lawrence, J. (2022). Using LMS log data to explore student engagement with coursework videos. Online Learning26(4), 399–423.

Wholistic e-Learning Through e-Portfolios

This post is provided by guest blogger, Sejdije Fejza, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

Researcher Patience Kelebogile Mudau identifies perceptions of e-portfolios as a form of assessment. E-portfolios are digital spaces for a user to compile projects that highlight qualities about themselves. This assessment enables users to be actively involved in their learning. Students can also engage in the process of reflecting on feedback before they submit activities to their e-portfolio. Despite the possible need for technical training, Professors at University of South Africa agree that e-portfolios are effective in promoting student-centered learning and growth in digital literacy. 

This article’s data were gathered qualitatively through interviewing lecturers that have participated in administering e-portfolios as a requirement for their online students. This firsthand account of information will assist other instructors who are weighing the benefits and limitations of digital student-centered assessments. This entry also serves as an asset because it is published in the International Journal of Educational Methodology which provides readers with pedagogical techniques that succeed around the world. In a world where digital workplaces are on a rapid rise, it is beneficial to consider different techniques, needs, and outlooks in our ever-growing communities. 

Reference: 

Mudau, P. K. (2021). Lecturers’ Views on the Functionality of e-Portfolio as Alternative Assessment in an Open Distance e-Learning. International Journal of Educational Methodology, 8(1), 81–90. https://doi.org/10.12973/ijem.8.1.81

Purposeful Tech Teaching

This post is provided by guest blogger, Sejdije Fejza, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

In this article published by Society for Human Resource Management, Nicole Lewis (2022) explains that one inhibitor of employee retention is the employee not achieving a sense of growth in the workplace. Additionally, the pandemic promoted quantity of training. However, employees are looking for quality and relative purpose. Lewis (2022) presents the solution of alignment. This means that learning designers should first identify the performance gaps within the company or individual employee. Once needs are identified, the trainer should work to keep learning related to those needs through other technological strategies such as virtual reality and contextually relevant platforms such as YouTube. 

Individuals will find this article useful if they are teams who are researching best practices in learning strategies. Others include institutions or designers who may have already provided too many resources and are now looking to decrease learning inventory in the efforts to become more aligned. This source originated from the Society of Human Resource Management which is a source used by many in the field to retain their employees or refer to laws and other information relating to human resources and employee development. 

Reference

Lewis, N. (2022, September 14). Learning technologies will drive innovation and growth, study shows. SHRM. https://www.shrm.org/resourcesandtools/hr-topics/technology/pages/learning-technologies-will-drive-innovation-and-growth-study-shows.aspx 

Getting Trainees to be “In Their Element”

This post is provided by guest blogger, Sejdije Fejza, graduate student at the University of St. Francis in Joliet, MS in Training and Development program.

In this article from The Organization Management Journal, researchers Praveen Kulkarni, Prayag Gokhale, Y.M. Satish, and Basavaraj Tigadi (2022) evaluated the effectiveness of gamification and employee motivation or productivity in the workplace. They found that the technology is effective only if the trainer applies relevant elements. These elements include examples such as trainees earning badges, placements on leader boards, or advancing to higher levels of training digitally. Additionally, for participants’ productivity to increase in the workplace, the game and elements must resemble the qualities and tasks that consist in the workplace itself.

This resource would be useful for trainers that are considering implementing games in their sessions. This article is an asset in creating a method of training that will help workers recognize progress in their learning and achievement. This will also allow companies to better align their training curriculum due to the need for the games to simulate the workplace. Thus, organizations can track the correlation between employee motivation in the game-based training and productivity in the job setting. Although this research is exclusive to software-based companies, the concept can be implemented in most settings to enhance organizational development.  

Reference:

Kulkarni, P., Tigadi, B., Satish, Y. M., & Gokhale, P. (2022, March 31). An empirical study on the impact of learning theory on gamification-based training programs. Organization Management Journal, 19(5). https://www.emerald.com/insight/content/doi/10.1108/OMJ-04-2021-1232/full/html