What online corporate training will look like in 2021

Gamelearn Team

In recent years, corporate training has become a crucial factor in the success of many companies. HR and L&D departments from all industries have come to recognize how closely tied quality training is to results, and this shows at all organizational levels. 

79% of CEOs worldwide have expressed their concern about the lack of core skills in their workforce and how that could affect their organization’s growth in the future.

To tackle this concern, many companies are investing heavily in e-learning moving into 2021. According to a survey carried out by Gamelearn of 1,000 professionals working in HR, 60% of companies will be increasing their online training budget this year.

Contradictions of Corporate training 2021

With emphasis being placed on a few key aspects: digital training, change management for the “new normal,” and the need for new formats and skills. How will companies tackle them? Let’s examine a few trends to see what some of the main features of training plans will be this year:

1. Innovative e-learning formats

Gone are the days of traditional e-learning. Employees these days demand innovative formats capable of teaching them useful content and keeping them motivated to learn.

Among the most popular solutions are game-based learning and, more specifically, corporate training through video games, whose 44.4% growth rate was the highest of all the training solutions in 2020.

Additionally, 80% of employees in the United States consider game-based learning to be the best format for generating engagement, and companies have utilized that allure to achieve training results never before seen.

2. Continuous training via learning pathways

If training helps staff perform better, why only focus on it once, maybe twice a year?

If you want to get the most out of your time and resources, continuous training ensures your teams have the tools and skills they need all year round. Learning pathways that focus on a variety of training areas to sharpen skills will undoubtedly be one of the most widely used resources by HR departments this year. 

3. Gamification paired with instructional design

One of the most powerful combinations that we can find in corporate training is the duo of gamification and instructional design. The latter is useful in combining different elements of learning and ensuring they work well together, while the former, gamification, has been proven to:

4. Learning that can be personalized and quantified

As workforces become increasingly more varied and diverse, talent development managers have identified the need to personalize employee experiences in their online training plans.

Metrics play a key role in this because they give managers the ability to take a step back and see empirically what’s working and what isn’t.

In fact, in 2020, being able to effectively quantify the ROI of training became one of the main objectives of HR managers across the board, especially when making the move from in-person to online. 

Discover other HR concerns and objectives in the full report here

5. Microlearning

Online learning has become much more immediate and accessible with the advancement of e-learning platforms, and, at the moment, more is possible with them than ever before. 

Short lessons, which can be absorbed by students in little time, offer more flexibility for them to fit training into their busy work schedules. However, despite their convenience, there are a few minimum requirements for tools as this:

  • Adaptable design
  • 100% online access
  • Cloud-based functionality

One methodology that fits with all these trends is game-based learning. It’s innovative, measurable, uses elements of gamification to engage and motivate learners, and is highly customizable through the use of e-learning authoring tools, such as Gamelearn’s Editor. With game-based learning you can satisfy your employees’ and your business’s needs at the same time.

Are you ready to meet employee expectations and generate the results your business needs with game-based learning?

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