Exclusive Interview with Tom Morisse, Research Manager at FABERNOVEL

 

The buzz surrounding AI is huge. However, for many people, Artificial Intelligence is still unknown, while being fascinating and sometimes threatening. Is it going to destroy jobs? What are the ethical stakes? Would it be the magic solution to our problems, from bad diseases to global warming? From Netflix’s impressive recommendation engine to vocal assistants such as Siri or Alexa, we find it in numerous tools we use on a daily basis. And this is only the beginning!

To talk about this burning topic, FABERNOVEL INSTITUTE has partnered with Coorpacademy to release a course called “Introduction to Artificial Intelligence”, to understand it better and learn how the leverage it. On this occasion, we sat down with Tom Morisse, Research Manager at FABERNOVEL.

AI can be a very technical topic and sometimes seems far from daily tasks or daily assignments at work. Then, what’s the use of training your company’s coworkers to it?

 

Now that AI came out of research labs and becomes more mainstream, it’s a good moment to start learning on it. Like for all digital tools, it’s crucial to train their coworkers so they can take advantage and use the several opportunities AI can create. Either to offer new experiences to their customers – for example with very personalized services. Or to facilitate the work on the workplace – for example with solutions which anticipate machines failure on a production chain.

Are AI projects accessible to all companies?

The current dynamic of AI impresses by the obtained results, but more also by their extremely fast democratization. Cloud offerings from the giant companies in this field – Google, Amazon, Microsoft – or from specialized startups are easily reusable by companies from all sizes in their own services.

It is true that to develop a very specific algorithm able to solve a problem, to make it tailor-made, the question of getting access to the right talented people can be an obstacle. But even in this case, the existence of several technological assets in open source keeps democratizing AI.

Which project using AI was the most memorable for you?

The project Teaching Machines to Draw” from Google was the most memorable… for its poetry. They trained algorithms able to recognize animals drawing, such as cats for example. And even able to redraw those animals from our sketches.

If you draw a cat with 5 legs, the algorithm will draw again a cat with 4 legs – as proof that it understood a cat was normally made with 4 legs. You might say that it’s not very interesting so far… Where it becomes interesting, it’s when you give to the algorithm a drawing that has nothing to do with a cat. Engineers behind the project drew chairs, which resulted into surprising hybridizations.

Teaching Machines to Draw

In this example, we can imagine a designer using the algorithm to generate exploratory ideas, to go deeper in one. This project is then for me the perfect illustration of what technologies can do for us: to help us unleashing our creativity.

“Learning Experience Platform” : a new generation of players recognized by Gartner and embodied by Coorpacademy

Coorpacademy recognised as one of seven vendors in new Gartner report in the Learning Experience Platforms (LEPs) category

Coorpacademy, the leading user-centric corporate digital learning platform, has been recognised by Gartner as a Representative Vendor in its latest look at the corporate learning suites market.

In its May 2018 Gartner Market Guide for Corporate Learning Suites report, the company is recognised as a Representative Vendor in the  ‘Learning Experience Platforms’ category, with the study evaluating the landscape of corporate learning suite suppliers for the enterprise.

The study’s author, the organisation’s Principal Research Analyst Jeff Freyermuth, introduces the Learning Experience Platform (LEP): “A growing number of buyers are demanding next-generation systems that are open platforms (i.e., LMS and content-agnostic).”

One of the report’s recommendations: “Place the learner’s experience and the solution’s usability at the top of the priority list for any new learning project. Evaluate emerging LEPs to enhance (or extend) existing LMS platforms.”

Founder of Coorpacademy, Jean-Marc Tassetto, has welcomed Gartner’s report on the learning market, and feels that Gartner Market Guide for Corporate Learning Suites represents deep insight in terms of the way the corporate training landscape is evolving.

“We believe this study reflects the dynamic, emerging corporate learning ecosystem, where LEPs have become a useful solution category, clearly differentiated from the traditional LMS,” he notes. “That’s a shift from an administrator centric to a learner centric approach – which is part of our vision at Coorpacademy and why we created the platform, and why our approach secures user engagement levels of more than 80%.”

“We feel the analysis also highlights the importance of a focus on the learner’s experience, reflecting the reality of how people learn, always available remotely, increasingly via mobile, and at the learner’s convenience and own pace – as well as proven engagement techniques such as video, gamification, collaboration.”

“We believe these are all vital elements to the Coorpacademy offering and experience that enables our customers to solve their most demanding of HR challenges: user engagement.”

Coorpacademy continues to build momentum precisely because many HR and Learning and Development leaders are deciding user-engagement levels of 10-20 percent are quite simply no longer acceptable.”

Coorpacademy is a growing force in the provision of user-centric corporate digital learning solutions. Business e-learning has traditionally been top-down and administrator-centric, but since its creation in 2013 Coorpacademy has by contrast focused on the learner experience and increasingly in-demand ‘softer’ digital, people and knowledge working skills, supported by the flipped pedagogy model and innovations in instructional design (gamification, microlearning, adaptive and social learning) developed in collaboration with the research labs of the Swiss Federal Institute of Technology Lausanne (EPFL). Coorpacademy now supports a global community of 700,000 corporate learners, 40% outside Europe.


Gartner DisclaimerGartner does not endorse any vendor, product or service depicted in its research publications, and does not advise technology users to select only those vendors with the highest ratings or other designation. Gartner research publications consist of the opinions of Gartner’s research organisation and should not be construed as statements of fact. Gartner disclaims all warranties, expressed or implied, with respect to this research, including any warranties of merchantability or fitness for a particular purpose.

Exclusive interview with Gwenaëlle de la Roche, Group Director of Marketing and Prospective at ManpowerFrance

 

We sat down with Gwenaëlle de la Roche, Group Director of Marketing and Prospective at ManpowerFrance. She also manages “Eclaireur Office”, the Group’s open-innovation unit, created in December 2015.

The Coorpacademy Team will be at the ManpowerGroup Lab during the two days dedicated to BtoB at the VIVA Tech trade show in Paris, on May 24th and 25th.

Hello Gwenaëlle de la Roche,

Thanks for meeting us!

This year again, you’re the HR partner of the VIVA Tech tradeshow which will take place in the Paris Parc des Expositions on May 24th, 25th and 26th… Why is that important for you – a major HR actor – to be present at this type of events, dedicated to innovation and technology?

For the 3rd year in a row, ManpowerGroup is the HR Partner of VIVA Technology. Expert in Human Resources and in employment for more than 60 years, Manpower Group aims at making the HRevolution that is transforming the corporate world an opportunity for each individual and each company.

The work market and jobs are changing, so how can we anticipate now the evolutions of recruitment and the jobs and skills transformation, so that anyone can find jobs in more easier ways?

We think that technological innovation is key and needs to be at the service of companies, but also employees, whom skills are to evolve during the whole course of their lives.

To put technology at the service of the human potential and to make evaluation, learning and recruitment processes more fair and more performing for all: these are our main goals!

What will you display at this 3rd VIVA Tech edition?

For  VIVA Technology 2018, the ManpowerGroup Lab will welcome large companies and startups, actors from the employment market, innovative entrepreneurs and experts of the future of work. HR innovations, customer feedbacks, case studies, talks: the Lab will be a privileged place for meetings and discussions around HR and employment.     

And we’ll also present a series of major HR innovations: an interview platform with a virtual recruiter, a sensibilization to the construction and public works in virtual reality or even soft skills evaluation modules that’ll be 100% digitized.

To discover all these ManpowerGroup’s innovations that’ll be showcased for VIVA, please visit the website: http://vivatech-manpowergroup.fr/ 

Why did you invite startups in your Lab?

With the creation of “Eclaireur Office”, its open-innovation unit, ManpowerGroup wanted to take a broader view, rethink its organization and transform its relationships with its service providers to make them partners, starting with startups. It does then make complete sense, since the first edition of Viva, to welcome startups we collaborate with in a shared value creation dynamic. Our partnership also aims at facilitating their access to the market, to our customers, which are large companies.

What opinion do you have on the French HR / Training startup scene?

The HR market is going through a huge revolution. A whole generation of entrepreneurs is disrupting the big employment machine and is committed to transform it from top to bottom. For ManpowerGroup, the idea would be to meet them and to integrate them into an innovation ecosystem which will be unique in France. By associating the startups dynamism and the large companies experience.

How have you been introduced to Coorpacademy?

We’re facing disrupting times, and we needed to work on our own transformation. We understood that nothing would be possible without the transformation of our own management, in depth. Following that idea, we launched the project “Leader Effect”, a transformation program for ManpowerGroup’s 85 top managers – for them to become connected leaders. Thanks to the work of our innovation unit “Eclaireur Office”, we rapidly identified Coorpacademy as the reference in digital learning to accompany us on creating courses on digital culture. The partnership with Coorpacademy has been very structuring to meet our goal: making our Group a learning company!

What type of collaborations are you setting up with startups which integrate the open-innovation unit of ManpowerGroup “Eclaireur Office”?

These collaborations can take many forms. From a classical relationship of privileged commercial partner to the development of a shared offering, from a “sponsor” through events like VIVA or our challenges, to HR initiatives, mentoring and reverse mentoring – for example.

See you soon Gwenaëlle de la Roche, and thanks for this interview!

The Age of Big Data: Moving forward to analytics-driven corporate learning

By Jessica Dehler, Head of R&D at Coorpacademy

Data, measurement, and analysis have always been important for Learning & Development (L&D). The scope, approaches, and use cases have, however, evolved a lot with the arrival of Big Data. And learning sciences and educational research are no exception to the Big Data rule, where more and more methods from data science are applied to study learning and teaching.

This article explores the evolution from evaluation-focused corporate learning to an analytics-driven one.

Since Human Resources and L&D in particular have adopted the role of business partners rather than mere internal service providers in their companies, they have always measured the impact of their actions. This was mainly done using a logic of evaluation and it was very often based on a model similar to the one suggested by Donald Kirkpatrick which measures the impact of training on 5 levels (see Fig 1.)

Artboard 2@2x

The lower levels were generally privileged because of how easy they were to measure: a combination of satisfaction surveys, completion rates and learning assessments was often considered sufficient. Analyzing only those lower levels of the model would affect the decisions and have negative implications on the usefulness of the conclusions (for a critical discussion on the Kirkpatrick model, see Bates (2004).)

This kind of evaluation, overemphasizing the “effect” in search of a proof of training effectiveness, creates a loss of interest in an age of lean processes, agile methods and continuous improvements. Today, we are looking for data and analyses that have a more descriptive nature, thereby contributing to understand learning and not simply justifying the (budget spent on) training initiatives.

L&D departments in modern data-driven organisations are getting more and more interested in analytics-driven approaches. These help to understand the “how” and the “why” of the learning that takes place during a training, to identify the needs for improvement and to develop ideas for interventions. This is not just a trend. It is deemed essential, as a significant part of the training budget is allocated to analytics (up to 5%).

This phenomenon goes along with an evolution towards new types of indicators that are measured. While completion rates were the reference metric even in the early days of Massive Open Online Courses (MOOCs), additional indicators inform more broadly about the learners and their learning processes. The creation of these new indicators is accelerated by new ways of tracking data, such as the Experience API or xAPI which stores individual learning actions, not just data about achieved results.

Our complete revision of analytics dashboards was intended to support our clients in this new approach. We looked for inspiration from learning analytics research and games. We discovered recruiting games designed to identify a set of performance indicators, identified as crucial for job performance based on analyses of previous employees’ performance beforehand. The game score determines the candidate’s match with the job profile. Our reasoning was that behaviour in a job-related online training would be an even more valuable source of information about a person’s qualities. We then developed a set of behavioural indicators – curiosity, perseverance, performance, regularity, and social learning – which help to understand the learners, to identify personal behavioural preferences, and to drive decisions related to communicating about and dispensing the training initiative. We benefited from the flexibility and self-directed learning on our platform, as only when learners have a certain degree of choice can their behaviour be interpreted in this way. If, for instance, the learning path was completely scripted, measuring curiosity would be impossible.

Our main challenge will now be to measure the usage and usefulness of these new insights and improve them iteratively, as can be expected in a consistent data-driven analytics approach.

References:

Bates, R. (2004). A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence. Evaluation and Program Planning, 27(3), 341-347.

The Science of Gamified Learning

 

By Jessica Dehler, Head of R&D at Coorpacademy

In the educational field, gamification has had an incredible success story in the last ten years. While in the beginning of this century, there was a clear distinction between “standard” learning and game-based learning, since then the “use of game-design elements within non-game contexts” (Deterding, Khaled, Nacke & Dixon, 2011, p. 1; also see Fig. 1), which is defined as gamification, has been applied in many learning settings, and in particular in corporate training. This spread of gamification was not unique to education but also applies to areas like health, work, data collection, software and tools, social networks, and environmental behaviour. The success of gamification may also be related to the fact that accessing (digital) learning opportunities has become so much easier and more democratic. With learning being available anytime anywhere, the crucial point of interest has shifted towards engagement and gamification was identified as a good candidate to help out.

Gamification

Academic research is trying to catch up with the movement. An analysis on Google Scholar revealed that the number of scientific publications on the keywords “gamification” and “learning” has increased by a factor of 78 in the last ten years. The focus of research was primarily to validate that gamification positively affects performance. In their review, Hamarai et al. showed that 15 out of 24 studies found positive effects on engagement as well as quantity and quality of performance (Hamari, Koivisto, & Sarsa, 2014). As most studies focused on reward-based gamification concepts, the alarm bells rang: Would an over-emphasis on extrinsic motivation undermine intrinsic motivation and finally diminish engagement and performance?

The research community called for deeper approaches in the studies about gamified learning. Landers and Landers proposed to investigate the intermediate variables that mediate the effect of gamification on performance and identified time spent on tasks as such (Landers & Landers, 2014.) Many researchers requested that empirical work was needed to disentangle the different factors influencing learners’ motivation. Enter self-determination theory (SDT), one of the most remarkable and widely applied motivation theories in education (Deci & Ryan, 2002). It posits that well-being and personal growth can be achieved through the satisfaction of three basic psychological needs: autonomy, competence, and relatedness. Autonomy means that you are free to decide based on your own interests and values. Competence refers to how effective we perceive ourselves when reacting to the demands of the environment. This need also makes us look for optimal challenges for our own capacities. Relatedness refers to the connections and interactive support with others.

SDT was applied in order to a) inform the design and b) study the underlying mechanisms behind the positive effect of gamification on motivation.

In terms of design of learning environments, Groh (2012) proposed to foster the three psychological needs of SDT by the following interventions, which can be considered in training and learning initiatives:

Autonomy

Voluntary activity: Deciding when and what to play is an autonomous choice, and therefore is intrinsic.

Personal goals: Although users in a meaningful community share some interests, each user has different goals, and it is important to recognize that each user could follow their own path inside the gamification application.

Competence

Interesting Challenges: There should be a good connection between difficulty and the required skill to perform. Something really easy or really hard could decrease engagement, however increasing difficulty with time will increase engagement.

Meaningful feedback: Whether you win or lose, feedback is the key for effective learning. This also implies that errors are allowed.

Relatedness

Meaningful Community: intrinsic motivation is increased if the learner is part of a community that shares the same interests. This also fosters learners’ confidence.

The SDT was also used in studies that tried to disentangle the effect of diverse game design elements instead of dealing with gamification as a unified concept. Recent work by Sailer et al. was able to demonstrate in a digital warehouse that game design elements had specific effects on psychological needs (Sailer, Hense, Mayr, & Mandl, 2017). They put logistics apprentices in front of a learning game, and divided the poll into 3 groups. Learners in experimental condition 1 who were provided with leaderboards, badges and performance graphs self-reported significantly higher levels of satisfaction in the need for competence compared to a control group (the ones who would just do the learning game):

Learners in experimental condition 2 who could choose an avatar and could see other teammates reported significantly higher levels of satisfaction in relatedness than learners in the control group.

Interestingly, the perceived autonomy with regard to freedom of decision was not influenced by any of the experimental conditions. It seems that freedom of choice is a basic instructional design principle independent of game elements.

As a wrap-up, we see that gamification works and there is much more about it than simple rewards such as points, leaderboards and badges. It actually does work because specific game design elements effectively address specific psychological needs that are determining motivation and thus engagement.

The review of this empirical research comforts us in our design choices: challenging peer learners in a battle demonstrates mastering a skill and reinforces relatedness in a common goal of progression, peer coaching creates meaningful community, direct feedback in learning modules and story-linked feedback in branching modules work towards competence, and flexibility has always been a building block fostering autonomy. When we’re analysing our battle data, we’re comparing engagement and performance indicators of learners who play battles and learners who never play battles. We found that battle players are up to 4 times more engaged with the learning material and are successfully completing two times more modules (see Fig. 2).

Engagement with Learning Material

a) Engagement with learning material

Performance Indicator

b) Performance Indicator

Fig 2. Difference between battle players and non-battle-players regarding a) number of distinct learning videos watched and b) percentage of successfully completed modules from started modules (i.e. success rate).

In order to leave you with an inspiring concept, let us insist on the importance of activities that are enjoyable – though not only that – but that are also valuable for the user, for their work and life, as proposed by the notion of meaningful gamification (Nicholson, 2015). In times where lifelong learning has much value for our employability and wellbeing at work, the most basic and efficient recommendation of all has become our credo at Coorpacademy: Enjoy learning!

References:

Deci, E. L., & Ryan, R. M. (2002). Handbook of self-determination research. University Rochester Press.

Deterding, S., Khaled, R., Nacke, L., & Dixon, D. (2011). Gamification: Toward a Definition. Paper presented at the CHI 2011, Vancouver.

Groh, F. (2012). Gamification: State of the art definition and utilization. Institute of Media Informatics Ulm University, 39, 31.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? — A Literature Review of Empirical Studies on Gamification. In System Sciences (HICSS), 2014 47th Hawaii International Conference on (pp. 3025–3034).

Landers, R. N., & Landers, A. K. (2014). An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance. Simul. Gaming, 45(6), 769–785.

Nicholson, S. (2015). A recipe for meaningful gamification. In Gamification in education and business (pp. 1–20). Springer.

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380.

Swiss EdTech is on the rise!

This blog post condense news from several Swiss medias.

Swiss EdTech is on the rise! In the EPFL (Ecole Polytechnique Fédérale de Lausanne) offices, the Swiss EdTech Collider, an incubator specifically dedicated to EdTech (Education Technology) companies, celebrated its first anniversary. Dedicated to ambitious entrepreneurs who want to transform learning and education through technology, it’s already a complete success. “From 30 startups when we began, we’re now 70 in the Collider. We already organized around 70 delegation visits of potential partners,” says Pierre Dillenbourg, researcher at the foundation of MOOCs at the EPFL and Swiss EdTech Collider’s President, in an article published in l’Agefi, a Swiss economic newspaper.

At the beginning, this idea comes from the difficulty for some entrepreneurs, specialized in innovative education, to reach the right investors. “Investors knew well the FinTech, MedTech, SpaceTech, BioTech, CleanTech sectors… but globally, the whole amount of knowledge about EdTech was a bit low.” Other advantage for these startups: the arrival of Coorpacademy inside the EdTech Collider, a bigger company with a B2B business model. “It’s a company that reached a different scale: the direction team has a large business experience and the company already employs 56 people” comments Pierre Dillenbourg on the Coorpacademy’s arrival inside the Swiss EdTech Collider.

Several assets put Switzerland in a good position in the EdTech sector. In an article from Largeur.com, a newspaper based in Romandy, Pierre Dillenbourg speaks about the different assets Switzerland has to become a leading education hub. “Around the Leman Lake, you can find, in addition to the EPFL, the IMD, the Ecole hôtelière de Lausanne, two university hospitals, and famous laboratories. And that’s only around the Leman Lake! The excellence culture in training is unique in the area. And the ability to find fundings is far more superior than what you can find elsewhere in Europe.

Initiatives in the EdTech sector are multiplying. On April 19th, on the EPFL campus, Le Temps and PME Magazine have co-organized the first edition of the Forward tradeshow, the Innovation Forum for SMEs. More than 900 people were there to meet the actors that make the Swiss innovation. Digitalization was on the spotlight, and Jean-Marc Tassetto, co-founder of Coorpacademy, intervened in a workshop on the digitalization of continuous training for employees.

Fundings must follow these initiatives for them not to become obsolete. For Pierre Vandergheynst, VP for Education at EPFL: “The institutions and public authorities engagement is not only a bet on future, but a prerequisite for the digital revolution not to be perceived as a constraint for our economies, but as a source of economic growth.” An advise shared by the UNESCO, which estimates that “each dollar spent on skills for young people can bring 15 times more of economic growth.

Sources :

L’Agefi : La technologie bouscule les salles de classe 

Largeur.com : Le futur de l’éducation s’écrit en numérique

 

Exclusive interview with Didier Noyé, expert in Management

 

I’ve just been named manager of a team, how am I supposed to do? What to do just before being in charge? How to drive the performance, but also the well-being and the cohesion of the team? How can I do to communicate well everyday, while knowing how to anticipate and handle the crispations that can occur? To become a manager is a job by itself, and it’s necessary to be prepared for it and to learn continuously.

Didier Noyé is a renowned specialist of change and skills management, and advises companies in their HR development. He published at the Éditions Eyrolles several books on communication and management. Through a partnership with the Éditions Eyrolles, Coorpacademy is about to launch a series of 6 courses, inspired from Didier Noyé’s books, which will come out during 3 months on a regular basis. To know everything on the basics of management.

On this occasion, we were lucky to sit down with Didier Noyé.

How did you, during the course of your career, feel the need to theorize management and to become an expert of it?

I wanted to specialize in this because I worked as a consultant for a lot of different companies, of different sizes and different fields of expertise. I then learned a lot about practical management thanks to very results-oriented experimentations. And I then got interested in research about management. How does an efficient team work? What are the reasons why employees commit – or not – to work? These are examples of research topics. I did then cross my experience in companies and my views on research topics.

We usually present the job of a manager as a job by itself, additional to the one the person is already doing. Do you agree? How would you define management in a few words?

Being a manager means bringing the team to a high level of performance, making it strive to do better. It’s a profoundly human job. You need to create the others’ engagement. Generally, where you’re named a manager for the first time, you’ve been named in a field where you’re already skilled, where you know the job. But sometimes, when you get to a second job as a manager, you can be transferred in a completely different field, where you don’t know a lot about the job in the first place. Which means that you’ll have to focus on the human aspects. And you need to give a complete human dimension to the job if you want to be a good manager.

According to you, what are the soft skills a manager needs to have to manage an efficient, performing team and where people are happy at what they’re doing?

I’ve taught two skills that I deem important.

First of all, listening (and empathy): it’s the keystone of leadership. You need to listen to people in order for them to listen to you.

The second one is positive thinking: what are the employee’s strengths? When you focus on strengths of people, and when you get people to use them, you create engagement. It’s contrary to the usual ways of doing and thinking. If your child tells you he or she had an A in English and a C in Mathematics, there are chances you’ll only focus on the C, inviting your kid to improve his or her level in Mathematics. In management, it’s the contrary: you highlight the qualities of people, and help them give their bests on their strengths. And their weaknesses? Use the strengths to fix problems. If your child has a bad grade in Mathematics, you’ll invite him or her to write an essay on Mathematics, in a very good English. Don’t focus first on difficulties; it’s counter-intuitive. You need to keep a positive thinking.

The first two courses co-edited with Eyrolles and Coorpacademy are released very soon. Can you talk to us about it?

First thing that stroke me was their length: they are short. And this is a real plus! Thanks to new web usages, learners like to focus on one precise topic meeting their needs, while going straight to the point. Content is clear, interesting and solid.

I particularly appreciated the different parts: key learning factors, the “did you know that?” section or the learner’s path to go from a chapter to another as soon as you answered correctly.  

What did you like in the creation of this collection “the Basics of Management” with Eyrolles and Coorpacademy?

I think it is an interesting formula. It makes you go straight to the point and allows learners to follow courses at their pace while choosing their points of interest. From the moment learners are acting in their own trainings, you must be able to answer their questions with multiple entry points. Moreover, there is a strong complementarity between e-learning and books. You can start learning about a topic thanks to e-learning and then go deeper in this subject with books. Or the opposite, according to what learners/Internet users want.

Thank you Didier!

 

Thanks to you!

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