If you're lucky, your learning and development budget might include software licenses for various software tools so they easily keep track of how the employees in your organization are learning. However, by far the most expensive item to have in your L&D budget is the unused training cost that results from people not using training offered by the organization.
The reality is that for many organizations, this is a brutal truth. While organizations will make significant investments in content libraries and training platforms, training completion rates for non-mandatory training are generally single digit percentages. Moreover, even when employees do go through the training modules, most do so while at the same time performing other tasks on their second screen and, therefore, learning very little. This is a typical example of the Ebbinghaus Forgetting Curve, which states that people will forget as much as 70% of what they learned since they do not have a utilization opportunity soon after learning.
The answer is NOT to require more hours of video-based training for your teams. The solution is a realistic mix of behavioral science and technology, AI-enabled gamification!
By AI-enabled gamification, I am not speaking about creating a video-game-like experience at work with meaningless badges to get people to participate. I mean using AI to create adaptive, personalized learning experiences similar to consumer applications that encourage continuation of use by providing a user experience that makes returning to an application a natural iteration in a habitual behavior. Gamification of the LMS, therefore, turns into an engaged employee through the employee's engagement with the LMS.
Here is why the old model is broken and how you can fix it using a data-backed playbook.