Blended Learning – i.e. a training method that combines in-person classroom learning and the use of technology outside of the classroom – is popular and successful for a reason, because as much as digital training formats have been disrupting the traditional L&D world, few people would argue that some skills and competencies still require face-to-face training.
Topics: blended learning
Unless you took the last couple of weeks off and spent your vacation on a lonely island far away from civilization you must have heard about Pokémon Go – the game that spread around the globe like a virus.
In case you’re not infected (yet): Pokémon Go is a mobile game using augmented reality, i.e. instead of creating an entire virtual world, virtual elements are added to the real world by mixing software with the phone’s camera and GPS data. In this case, the ‘virtual elements’ are cute little monsters – Pokémon, and the point of the game is to capture as many of these creatures as possible. They’ll show up on the mobile phone’s screen once the player comes near a critical spot (e.g. a public park or a monument), so the idea is - to borrow the game developer’s own words - to let people explore their surroundings while on the hunt for Pokémon.
But what does this have to do with Learning & Development? The catchwords here are “mobile”, “augmented reality” and “gamification”, or rather a combination of all three of them.
“Who is your target group?” is one of the first and most important questions we ask our clients before we start designing a solution. And regardless of whether the answer is ‘sales agents’, ‘engineers’ or ‘customer service reps’ – more and more often the learners we are designing solutions for have one thing in common: they’re Millennials.