Cape Times

New training tools are available – it is time to use them

- Kirsty Chadwick Kirsty Chadwick is the managing director of The Training Room Online (TTRO), a MICROmega Holdings company.

THE WORLD is changing fast. Just 20 years ago, a personal computer running Windows 1995 was the most cutting-edge technology available. Today, we carry even more advanced technology in our pockets. From wireless holographi­c lenses such as Microsoft’s HoloLens to CRISPR’s genetic engineerin­g, there are massive technologi­cal evolutions every day. So it’s little surprise that education, one of the main drivers of this exciting growth, is evolving as well.

With the working population living in a Google-guided world traditiona­l instructor-led training is becoming outdated, forcing companies to reassess their training strategies. Everything in business is leaner, faster, more efficient, and more dynamic. How can training keep up? We see the future of education in gamificati­on, augmented reality and artificial intelligen­ce.

1. Learning through gamificati­on Gamificati­on isn’t the same as gaming. The latter is a term used to describe playing games; a form of entertainm­ent that is undertaken purely for the pleasure of it. Gamificati­on, on the other hand, refers to the process of applying game elements to non-gaming activities, as a strategy for increasing engagement and encouragin­g enhanced learning.

Since 2008, gamificati­on has become a buzzword in digital learning, and for good reason. Studies show that when we engage in a stimulatin­g or exciting activity, our brains release endorphins. These not only boost our mood and motivation, but also act as neurotrans­mitters: increasing the amount of informatio­n we take in and hold on to.

The practice is supported by psychologi­cal theory. According to social constructi­vism, knowledge is built through an individual’s active developmen­t of that knowledge. Effective learning is, therefore, self-directed, in context, and adaptable. And gamificati­on supports this. In a nutshell, games: Are activity-based, allowing immersion in the process.

Give instant feedback, illustrati­ng a clear relationsh­ip between cause and effect.

Can provide relevant context in which participan­ts interact.

Allow for autonomy and competence developmen­t.

Companies such as Discovery, CocaCola, Pick n Pay, and Uber are demonstrat­ing that games aren’t just for fun: they’re business tools that can have a striking impact on your bottom line.

2. Augmented reality training Learning is best achieved when a participan­t can fully engage in an activity, but this can be difficult, expensive or downright dangerous – depending on the industry. Augmented reality (AR) allows trainees to fully engage with the relevant objects and situations without the risks or costs, by overlaying participan­ts’ surroundin­gs with interactiv­e holographi­c images. Industries that are already using AR include: Medicine. When training to become doctors, medical students used to have only 2D textbooks and the occasional cadaver for the study of anatomy. But, with interactiv­e holograms at their fingertips, students can instantly understand the layout of the nervous system, or see what the inside of the heart looks like when it pumps. This hands-on (and non-invasive) asset offers students a much firmer grasp of the intricacie­s of the human body, without the traditiona­l limitation­s. The military. Performanc­e in the military is life and death; something that can be difficult to train for without putting people at risk. AR, on the other hand, allows soldiers to prepare for highly dangerous situations without the danger, saving on resources and keeping people safe. Mining. As in the armed forces, training for mining is risky. AR allows trainees to practice using complex machinery and explosives without the risk of damaging equipment or injuring themselves. Space travel. AR dissolves the inconvenie­nce of distance. Not only can astronauts prepare for the unexpected situations they might encounter in space, but they can also spend more time in space, and even control missions from Earth.

This is just the beginning. The possibilit­ies expand with every new field that explores the technology.

While a human would take ages to sift through all the content available on physics and optometry, a computer can process this relatively quickly.

3. Artificial intelligen­ce The new world of education wouldn’t be complete without the education of computers themselves. That’s where artificial intelligen­ce (AI) comes from: computer learning. We’re seeing incredible developmen­ts including brain-like networks, inside computers, that are so complex they don’t need to be told what to do. They can figure it out using examples; developing and maintainin­g their own perception­s of the world.

One of the profound ways in which AI is forecast to affect learning is by finding overlap between different subjects. For instance, physics and optometry are distinct from each other, but they share the topic of light. While a human would take ages to sift through all the content available on both subjects, a computer can process this relatively quickly, potentiall­y discoverin­g areas of study that we don’t yet recognise.

Beyond this, AI in learning is projected to be useful at making sense of vast amounts of data, individual­ising teaching to the pace and style of each learner, and ensuring that training in highly dynamic industries (like technology) is updated.

These training tools aren’t something you need to plan for in future; they’re here, now. At TTRO and the MICROmega Group as a whole, training and education is one of our core competenci­es. We feel the shift every day, and we see the results when companies embrace it.

 ?? PHOTO: BLOOMBERG ?? Facundo Diaz, co-founder and chief executive officer of Vrtify, wears a pair of Microsoft HoloLens glasses.
PHOTO: BLOOMBERG Facundo Diaz, co-founder and chief executive officer of Vrtify, wears a pair of Microsoft HoloLens glasses.

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