In April, I wrote a blog looking at the future of learning as I see it. At the end I said the Learning Management System of the future was going to be a Knowledge Platform. Today I’d like to expand on what could be part of a Knowledge Platform.

Basic Philosophies:

Pervasive Learning (smart phones connected, RSS Feed, etc.)

Learning goes beyond what we learn in traditional classroom settings. It extends to the world of eLearning, informal learning, and just-in-time learning. There are opportunities to learn in everyday life, and education is not something that can be found only in textbooks or formal learning resources, but everywhere.  Pervasive learning fits into Charles Jennings’ 70-20-10 model, (70 per cent of our education comes from completing difficult jobs or tasks, 20 per cent is derived from people (mentors, bosses, etc.), and the remaining 10 per cent is from courses, books, and other formal education sources.

Personalized Learning (team-based, individual)

Personalized learning refers to instruction in which the pace of learning and the instructional approach are optimized for the needs of each learner. Learning objectives, instructional approaches, and instructional content may all vary, based on learner needs. In addition, learning activities are meaningful and relevant to learners, driven by their interests.

Contextual Learning (industry specific)

Contextual learning takes place when learning is delivered in a way that individuals are able to construct meaning based on their own experiences. Contextual learning emphasizes problem-solving and includes real life-situations.

Social Learning

At its basic level, social learning is learning with social media through open platforms such as Facebook, LinkedIn and Twitter or closed corporate social learning platforms. Social media can be used by employees to contribute, store, discover, search, learn and relearn, action, and review knowledge and skills, making hidden information and knowledge explicit. From an employee’s or learner’s point – this is also considered as “personal knowledge management” or “smart working” – e.g. using blogs to reflect their work, or employing user-generated content via platforms such as Wikipedia or YouTube to learn on demand when they have a question or problem.

Peer-based Learning

Peer learning is an educational practice in which students interact with other students to acquire information. It can take place in small groups or online. One of the main benefits of peer-based learning is that it results in self-organization, which does not appear in most other modes of learning.

Microlearning

This is learning through small chunks of information. Unlike conventional methods, microlearning thrives on videos, gamification, nuggets of knowledge, and mobile access.

Mobile Learning (App)

M-learning or mobile learning is a form of distance education where m-learners use mobile device educational technology at their time convenience.

Gamification

Gamification is the application of game-design elements and game principles in learning. Gamification improves user engagement, productivity, learning flow, and more.

Parts of the Knowledge Platform:

Knowledge Platform Underlying Infrastructure

  • Social Stream
    • Company Twitter, Facebook, YouTube, Blogs, TED Talks, etc.
    • Company resources and information (Blogs, Tweets, Notices, etc.)
    • Personal Twitter, Facebook, YouTube, etc. (optional)
    • Group Collaboration
    • Feedback Sessions
    • Social Q&A
    • companywiki
  • Social sharing company collaborative tool (learning communities)
    • Mimics social media platforms
    • Discussion forum
    • Question and answer page
    • Live chat
    • Learner contributed content
    • Collaboration and sharing documents and folders
  • Problem-solving Networks (LinkedIn, etc.)
  • Experts Area
    • Government Departments
    • Regulators
  • Industry Best Practices
    • External: documents, web sites, etc.
    • Internal: audit results, documents, etc.
    • Seminars, workshops, panels, podcasts, webinars, etc.
  • Document Repository (Process, Work Instructions)
  • Regulations Library (auditable compliance)
  • Company Tools
    • Tool interface
    • Suppliers websites, YouTube Channels, Spec Documents, etc.
  • Company branded LMS
  • Search Engine

Parts of the Knowledge Platform:

  • ‘Formal Learning’- LMS
    • Mobile-first Learning Design
    • Branching scenarios
    • Pre-Tests to filter material
    • Work-life skills
      • Leadership and management
      • Problem-solving
      • Collaboration
      • Communications
    • Computer skills
    • Video clips, learning nuggets, interactive videos, games (Gameo), quizzes, interactive infographics
    • Formative Assessment
      • Continuous (self) assessment
      • Peer/mentor assessment
    • Can add ILT Information (administration)
  • Informal Learning
    • Tiles filled with information pulled from
      • Company Twitter, Facebook, YouTube, Blogs, TED Talks, etc.
      • Company resources and information (Blogs, Tweets, Notices, etc.)
      • Personal Twitter, Facebook, YouTube, etc. (optional)
      • Interests Checkboxes
    • Growth tracking (Data Collection, Analysis and visualization)
      • Completion Score
      • Engagement Score
        • Completion rate
        • Frequency of logins
        • Self-led learning (following links)
        • Asking questions (participation in discussion, live chat, etc.)
        • Content creation Learner contributed content
      • Sentiment Score
        • Analysis of learners written opinions
      • Insight Score (HireVue)
        • Eye contact, enthusiasm, etc.
      • Badging
    • Integration to CRM

Kevin Henderson is manager of content creation at Velsoft Training Materials.