The event of the year: the iLearn Action Day – Review
On November 15, the event of the year for TicTac took place: the iLearn Action Day. Nearly 500 participants learned about various topics related to digital learning in presentations by a total of 6 speakers – exciting questions, discussions, and ideas came up that allowed us all to engage in an inspiring exchange.
Exciting topics and discussions
We support our customers not only with tools, but also with guidance, experience and expert knowledge in the creation of e-learning projects. In order to meet the demand around the topic of corporate learning and to offer an exchange on a larger portfolio of topics beyond our successful formats Lern Café and Lunch & Learn, we have created the iLearn Action Day. With a total of 6 presentations by our experts, participants were able to choose from a broad program that was relevant to them and take away new inspiring impulses, thoughts and tips for their future work in corporate learning.
In total, presentations were offered on the following topics:
- “Micro Learning & User Generated Content” – by Daniel Dubalski
- “From Check in the LMS to real learning Impact” – by Benjamin Rosén, CRO TicTac Group.
- “Learning Café – Videos in e-learnings” – by Carolin Lüken and Thomas Hohn (Hamburger Sparkasse).
- “Metaverse in digital learning” – by Sven Slazenger, CEO Interlake Media GmbH.
- “e-learning Production as a Tandem” – by Julia Wilcke, Project Manager at Interlake Learning GmbH and Lukas Pohl (LEONHARD WEISS).
- “Learning and gaming – a paradoxical team?! Gamification revisited” – by Ralf Hartmann
In case you were unable to attend, or to remind you of what you have already heard, here is a selection of the topics covered with a brief summary. As always, there will be a separate follow-up to the Learning Café integrated as part of iLearn Day.
“Micro Learning & User Generated Content” – by Daniel Dubalski
In this presentation by our expert Daniel Dubalski, the current topic of “Micro Learning” was explained, especially in connection with pre-boarding and onboarding. It quickly became clear that although around 30% of companies are affected by so-called “early turnover”, hardly any measures are taken for pre-boarding within the company. More detailed information on this issue can be found in our gleanings. At the same time, our expert presented various practical application examples: Whether getting to know the future colleagues, preparation for the new work tasks or the way to the new office – all these topics are covered by pre-boarding and can prevent a quick satisfaction of the employees and thus an early termination. Thanks to micro-learning, this content can also be easily and quickly packaged into small learning units that can be easily made available to new employees, even before they officially join the new company. At the same time, the concept of user-generated content makes it possible to create learning units much more efficiently, since the employees themselves contribute their experience.
“From Check in the LMS to real learning Impact” – by Benjamin Rosén, CRO TicTac Group.
Our expert Benjamin Rosén, CRO of the Swedish TicTac Group, informed in his presentation about the possibilities of learning success controls and related optimizations of e-learning. Through special questionnaires and the help of artificial intelligence, the learning success of each learner can be easily checked. By analyzing the data, certain trends can be identified, such as particularly successful topics or the level of knowledge after each lesson. Future productions are accordingly optimized by the learnings from the LMS (Learning Management System) to maximize learning success.
“Metaverse in digital learning” – by Sven Slazenger, CEO Interlake Media GmbH.
The metaverse is a topic that is widely discussed and researched in the context of digitization. Sven Slazenger, CEO of Interlake Media GmbH and co-founder of Volucap, provided clarity in his presentation: In the metaverse, physical reality merges with digital reality to form a common world – this is also known as mixed reality and means that digital content has long been detached from screens and devices. This opens up completely new possibilities for digital learning: learning experiences become more real and more efficient because the digital content is anchored in real space and learners can therefore no longer just acquire theoretical knowledge, but try everything out for themselves. At the same time, this has the positive effect that live support is offered for any problem at any location – the learning content thus starts directly at the “point of need”.
Learning and playing – a paradoxical team ?!? Gamification revisited – by Ralf Hartmann
We have already dedicated a detailed article to this topic, so we would like to refer to it here. The number of registrations for this talk shows us that gamification is one of the current trends in digital learning.
We look back on a successful, exciting day that was very inspiring for each of us – speaker and participant alike. Of course, we are still open to your questions or suggestions at any time. Feel free to contact us for any questions regarding your e-learning production or the implementation of an LMS – we will be happy to advise you.