LEARNING IN THE DIGITAL AGE: NEW APPROACHES, TOOLS AND TECHNOLOGIES - Студенческий научный форум

XIV Международная студенческая научная конференция Студенческий научный форум - 2022

LEARNING IN THE DIGITAL AGE: NEW APPROACHES, TOOLS AND TECHNOLOGIES

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Global changes both in the world and in people have become the reasons for the emergence of mixed digital formats of employee training. If a taxi used to be called by phone now, through mobile applications, and otherwise we see similar changes. Most of the candidates now are generations Y and Z, they live and think in new ways. They are distinguished by the way they perceive information, immediately react to a message, and use instant messengers more often. On the other hand, there is a business with clear boundaries and HR with its drive to connect with marketing and digitalization.

Learning in the digital age is becoming continuous, social, personalized, focused on the needs and interests of the learner, and educational decisions are made on the basis of big data collected during previous training sessions. This means a significant change in the educational paradigm. Learning in the digital age is a deeper transformation of the entire learning process, the use of new digital tools to rethink how you need to teach in order to be modern.

Technological advances in the information environment are expanding learning opportunities by combining traditional teaching methods with modern technology.

New approaches to organizing training

The key factor in the competitiveness of the personality of a company in the modern world is the principle of continuous education. The underlying process is lifelong learning - an ongoing, voluntary and self-motivated pursuit of knowledge for personal or professional reasons.

According to the concept of "learning the future" proposed by J. Delors, an individual must master 5 skills in order to meet the demands of changes in the external environment:

1. learning to know - awareness of the nature of information, mastery of learning tools, and not just the acquisition of structured knowledge;  

2. learning to do - the development of a set of skills for those types of work that are needed now and will be needed in the future, including innovation and adaptation of training to future work conditions  

3. learn to live around other people and to work (learning to live together, and with others) - to communicate constructively and peacefully resolve conflicts, to discover other people and their culture, strengthen the capacity of the community, the individual competence and skills, social and economic sustainability integration;  

4. learning to be (learning to be) - education that contributes to the comprehensive and full development of a person: mind and body, intellect, sensitivity, aesthetic assessment, spirituality, etc.; 

5. learning to learn and continuing to learn throughout life.  

Learning through experience

The educational technologies that underlie experiential learning are usually divided into three groups:

1. Business simulations and games - learning technologies in which processes, events, places, situations are reproduced to provide an interactive learning experience with a controlled level of risk. Business games are a type of simulation that includes game elements such as history, goals, feedback, and the game itself.

2. On-the-job training in the course of the participant's normal work. This type of training can be either structured (coaching, mentoring, etc.) or unstructured (sharing knowledge in the course of working communications, observing the work of others).

3. Learning by doing - learning methods where individuals or teams complete tasks and learn in the process of developing solutions to real-life business problems and situations.

Flipped Learning

A relatively new approach is flipped learning - a learning technology in which the direct transfer of knowledge is moved from the group educational space to the individual educational space, and the group learning space is transformed into a dynamic, interactive environment in which the teacher takes on the roles of a mentor, tutor, consultant and helps students apply the learned theory in practice, develop skills and deeply reflect on the subject for further independent learning and development.

The key components of flipped class technology are:

1.online platform for communication in connection with educational content; interactive instructions and simulators for working in typical educational contexts;

2. Providing monitoring systems for teachers and management to provide feedback to staff;

3. forms of feedback for students in order to promptly correct training programs.

4. The introduction of flipped class technology in corporate education is directly related to the integration with the learning matrix and performance management and involves the use of such teaching methods as business simulations, solving client work cases, and electronic programs for each unit.

Gamification

Gamification is the practice of applying game-specific approaches to non-game processes in order to attract learners and increase their involvement in solving learning problems. Gamification is based on the use of scenarios that require user attention and response in real time. The learning process includes script elements specific to the game, such as scoring, difficulty and skill levels, awards, statuses, ratings and progress bars, competitions between participants, virtual currencies, etc. In general, gamification is aimed at creating an overall gaming experience, contributing to the emotional involvement of the student.

Artificial intelligence and the use of intelligent assistants

Artificial intelligence algorithms are already being actively implemented and used in educational processes. First of all, artificial intelligence helps to carry out automated control of the educational process. Most schools and universities combine artificial intelligence with big data technologies to keep track of student attendance (face-to-face and distance) and student assignments. In addition to control, artificial intelligence is used in group learning to recruit groups of learners with the same level of knowledge, analyze discussions between people and indicate when participants drift off the topic. The use of machine learning algorithms allows you to optimize the training process for service employees of manufacturing and retail companies that work with a large array of repetitive requests using chatbots. Chatbots will become increasingly important in the near future. The array of information accumulated by chatbots allows you to visualize the idea of ​​best practices on the scale of the organization as a whole and apply this knowledge in training. By imposing elements of gamification on this process, it is possible to launch competitive formats of personnel certification based on the results of training sessions.

New formats of face-to-face learning

New formats of face-to-face learning in the digital world predominantly develop competencies related to creativity, team building, the development of communication and collaboration, and, as a rule, are a form of learning by doing and collaborative learning.

A meetup is a meeting of subject matter experts to exchange experiences. In corporate education, meetups can be held among employees to exchange experiences, generate ideas, solve problems and other tasks. Such meetings are short-term (no more than 2 hours), informal and regular with a focus on a specific topic of discussion. A learning journey is the process of exploring new opportunities, cultures, experiences through intense immersion in order to test and change basic assumptions about the future. It allows you to gain new knowledge, inspire new ideas, transform thinking, get rid of stereotypes, unite the team to get a better understanding of the risks and consequences of decisions in certain conditions that are outside the comfort zone.

A transformation laboratory is a space where a group of people with different backgrounds meets regularly to collaboratively explore technology and develop skills. The goal of a laboratory can be either to optimize existing technologies and skills, or to transform them.

Hakathon - an event during which specialists from different fields (programmers, designers, managers, etc.) work together to create a product or process to solve a specific problem. For example, a prototype of a new application, service or product.

In conclusion I want to admit that digitalization gives us new unique chances to develop ourselves and find new interesting ways to do regular tasks. Technologies give us an opportunity to learn about different cultures, events, practices and people all over the world. They help to invent new methods of study and to improve the classic ones.

Literature:

Analytical report ANO DPO "Sberbank Corporate University" "Learning digital skills: global challenges and best practices".url: http://obzory.hrmedia.ru/obuchenie_v_cifrovuyu_epohu_instrumenty_i_tehnologii

Gamification in higher education: contemporary issues. url: https://www.elibrary.ru/item.asp?id=44572193

"Reversed learning" - An innovative learning model. url: https://www.elibrary.ru/item.asp?id=42667639

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