

When it comes to launching an e-learning project, the company can pursue a wide variety of objectives. Train employees in new regulations, support the evolution of a trade or the deployment of new equipment. But still, to present a new product to sales, to support the digital transformation of the company... Digital Learning can address all these challenges. But the format and pedagogy adopted will depend directly on the subject and objectives of the training. From the very first stages of the project, the multimedia educational engineer helps the company to express its real needs, to discover the most relevant formats... Every project is necessarily a co-construction and the question of objectives must be asked in primer_ » explains Vincent Gaillard, Pedagogical Engineer Multimedia at ITycom.
Just like the objectives, the profile of learners must be taken into account in advance, to adapt the content of the training... and its form!
Thus, the content will be thought according to the level of knowledge of the target. The digital practices of future learners are also taken into account, to define an intuitive and attractive interface. The user experience (UX) and the user interface (UI) will be directly linked to the users’ “Digital Maturity”.
But other criteria are important, such as the average age of learners. “In a gamification process for example, we adapt to the target’s cultural references. The mindset, humour and cultural references change. For example, we will attract both millennials and older employees with references adapted to the generation_ » says Vincent Gaillard.
Why this training? Is it imposed by a regulatory or security emergency, does it accompany the company’s strategy or a request from the teams? Will it be welcomed with pleasure or hostility?
My role is to ensure that all learners, regardless of the context, enjoy the training. It is all the technicality of the job and a permanent challenge» says Vincent Gaillard. Depending on the context, the training will focus on the playful aspect of Gamification or Serious Game. Or on the contrary, more «academic» formats for skills validation or certification. The duration and supports of the e-learning programme will also vary, between short modules on mobile or long sessions on computer...
Does training involve the transfer of skills documented in the company, or does it bring new knowledge? The origin of content influences both training and its deployment. Thus the transmission of skills can be based on tutoring, when the acquisition of new knowledge must involve the Top Management... «It is once again in collaboration that we determine the principles and mechanics of training», explains Vincent Gaillard. «_Even when the skills exist in the company and the trainers have an e-learning platform (LMS: Learning Management System), the expertise of a professional in pedagogical engineering is essential.»
In France, the digital learning market, valued at 200 million euros in 2017, is growing by 15% per year. A success deserved, as the advantages of digital learning are multiple. Efficiency and attractiveness of digital training, flexibility, variety of formats, adaptability to all subjects... Assets that benefit both employees and the company. But beware, if digital learning is a great tool, it remains a tool. For a digital training project to hold its promise, it must be well prepared. And for this, some questions are essential...