Metaverse may be hype to many, but this creator economy is inspiring learning. Not just for gamers and youngsters on TikTok, but also for more and more adult learners. Organisations that consciously use creator tools to unlock the untapped knowledge potential of their employees will have an edge. Now that these strategies are easier than ever to implement, it’s time for you to jump in
Learning urgently needs a creator platform like the one we know from the Metaverse. Why? Because at least 70% of all knowledge in organisations comes from internal employees and not from professional instructors or instructional designers. The same happens in non-formal learning environments where young people acquire the skills of the future. Organisations that consciously use creator tools to unlock the untapped knowledge potential of their employees will have an edge. Now that these tools are easier than ever, it’s time to jump in.
The Metaverse as a maker platform
I wrote earlier that the Metaverse is promising, but that there are also many misconceptions. From a tech perspective, however, the tools they use will increasingly blur the lines between edtech, marktech and games. Digital twins and AR in corporate learning environments are not only adding a gaming aspect to learning, but are also making learning ‘lean’. In this way, learning can be applied at the moment it is needed, which certainly has an enormous added value in the manufacturing industry and also speeds up the onboarding process. Organisations that invest in innovative learning strategies are already increasing their appeal in the tight labour market.
However, these hype tools are not the only added value we see coming from the Meta-worlds and online media. Platforms like Roblox and Fortnite are popular creator worlds where users craft experiences for each other with video content and games. Even if you never heard of these popular platforms, it is almost unthinkable that you never heard of social video app TikTok. On September 1, ByteDance Ltd., the company behind TikTok, passed the 1 billion monthly active users mark and continues to tap into new audiences. All these applications rely on creative tools and algorithms to connect users of interest in a human-to-human approach. This is exactly what innovative learning platforms are also trying to do. A clear example of the blurring between EdTech and MarkTech is that TikTok is increasingly profiling itself as a platform for social learning.
Creator economy for a corporate learning boost
Social learning also provides added value for organisations that wish to activate and boost the collective knowledge of their staff. However, organising this effectively and efficiently is a challenge for many managers. Yet, we see that social learning strategies that make use of the symbiosis between people and technology quickly produce interesting results.
More and more LXP and micro-learning platforms offer very simple authoring tools, making it as easy for an employee to share content, or knowledge, as it is to post on Instragram. However, these clever tools alone are nothing without a tailored strategy for participants to effectively participate in the opportunities this technology offers. In this case, customised creative gamification can be a boost to the organisation’s learning culture. Customisation is the key word and this requires a holistic approach that takes into account the individuality of the employees, the leadership and the organisational culture.
From the creative economy to the learning economy
This holistic approach is also the precondition for evolving into a Learning Economy in which individual and social added value is generated.
Returning to the examples of the meta-worlds, we are already seeing very interesting initiatives that can potentially stimulate the Learning Economy. For example, Seoul – the first city in the Metaverse – has launched a Metaverse-based science education programme for 2,100 students. Another example is Roblox University, which is dedicated to building the next generation of great game developers. Novice and advanced creators from around the world work together in video classes to build great games together. Some young creators already have more experience than graduating Masters in game development.
But, we still run into the limitations of what the Metaverse has to offer. Namely protocols and mature blockchain to valorise this gained knowledge. In Seoul, there will be no problem since it is the government itself that manages the entire Metaverse there. However, the young Master of Science in Game Design from Roblox University will have a hard time validating his knowledge.
To really boost the learning economy, we still have a few steps to go. Today, with the future in mind, we must start working on;
- Unlocking knowledge within organisations through intelligent technologies
- A culture, both at an organisational level and at a social level, that supports a growth mindset.
- And finally, the validation of experiences and knowledge via blockchain to solve shortages on the labour market and to make learning inclusive.
Follow my blogs for more inspiration or order my new book with tips to develop a learning organisation in a nimble way.
Three misconceptions about the Metaverse
The metaverse, will have an impact on everyone in the years to come. Like the Internet and smartphones in the 1990s and 2000s, it will soon become the new normal. Even more than previous innovations, this development will affect people, society and the economy like an unstoppable tsunami. Understanding what this exciting immersive world has to offer and understanding some of the wrong assumptions will give you an edge in the future.
Get a signed copy or get notified on the release date of the English version of The LearnScape
Leave your details here and we will keep you informed on delivery options