Valerio Pecoraro, JSB e-Learning Content and Instructional Designer brings us into e-Learning: definition, development and new opportunities.

In the digital era that we are living in, we hear more and more often about e-Learning courses. But, what exactly is e-Learning?

Let’s start with a clear definition. e-Learning is the set of learning dynamics that a person can put in place through different software applications or directly on the Internet. This process includes all the learning occasions that we can experience autonomously, with little awareness and away from the traditional education environment.

Now, let’s introduce two important e-Learning concepts: sustainability and added value. Sustainability depends on the effectiveness and efficiency of these processes and this becomes even stronger when they offer an added value to a traditional course. In addition, we should always keep in mind that in this process different aspects are included, both technological and psychological-motivational (technological attitude, preferred learning styles, time and mobility limits).

Here we can introduce another important aspect of e-Learning: gamification, that is the use of game elements (points, levels, rewards) in external game contexts. Nowadays Gamification is a real cultural revolution, it is the keystone to maximizing the effectiveness and engagement of the learning process. There are so many application models and not all of them require huge investments so they are becoming crucial in the aerospace, recruiting, defence and pharmaceutical sectors.

As a consulting company working in pharma we are more than aware that the e-Learning courses we deliver to our clients are a fundamental tool to improve and measure the efficiency of internal training and this belief is also confirmed by the global trend. It is estimated that by 2018 the Gamification market will reach 5 billion dollars and 70% of the biggest companies will use game applications to assess the performance, well-being and knowledge of their employees.

“When the wind of change blows, some build shelters, other windmills”

Some interesting readings:

Johan Huizinga – Homo Ludens

Marc Prensky – From Digital Natives to Digital Wisdom