The CONFORM S.c.a.r.l. "Con4Learn:
Convey Learning Through New Technologies" methodological and
applicative model, also referred to as "Con4Learn" guides the
design and implementation of learning objects in E-Learning mode, in the form
of:
- learning
objects with application of visual thinking techniques
- video educational pills with the application of motion graphics
- video educational pills with the application of motion graphics and
interactivity
- video educational pills with the application of motion graphics,
interactivity and branching scenarios
- training solutions with application of virtual reality (VR) or augmented
reality (AR)
- on-the-go" educational solutions based on podcasts
taking into account both the educational needs expressed by the beneficiaries
and their different learning levels, guaranteeing a "user-oriented" and no
longer "content-oriented" training response, thus focusing attention on those
who have to use the content and not on the content itself.
The practical application
of the model takes into account:
- the opportunities that
technological progress provides in the field of digital education with
augmented reality (AR) and virtual reality (VR);
- the possibility for learners to access learning content whenever and
wherever they have and can use a digital device, connected to the Internet.
- the progressive importance that companies give to the use of e-learning
to:
- facilitate the development of one’s staff, with a view to acquiring
new qualifications, transferring new skills or facilitating professional
retraining due to a change in organisational position;
- involve employees thanks to the interactivity present in the courses,
the attractive design and the use of elements linked to 'gamification',
with the aim of keeping participants' interest high with prizes and
rankings that focus on social learning.
- support the onboarding process for new staff, to gain knowledge of
facts and stories that present the company, its culture and key elements
step by step, even through videos, quizzes, games and simulations;
- explain to customers and partners how its services/products work, in
order to make them more confident in their choices and more willing to
put themselves to the test;
- prepare the sales team on new products/services and help newcomers to
get to know the products/services better and faster;
- the possibility
of:
- breaking down any barriers to learning, being able to benefit from the
advantages of using asynchronous solutions as opposed to synchronous
ones, as it is not necessary for trainers and learners to connect at the
same time;
- adapting online courses to different time requirements and learning
rhythms;
- making learning materials available in a single place that can be both
accessed at any time, over the course of the course, and used at any
time.