New Pluralsight Studies reveal Learning Styles of the Indian IT professional in India
Bengaluru, 8 June 2017: Pluralsight, the technology learning platform, today announced the findings of two new studies that provide insights into learning styles of the Indian IT professional and how gamifying learning is making it more interesting.
Conducted by market research firm KANTAR IMRB, the studies surveyed 568 IT professionals across Bangalore, Chennai, Hyderabad, Pune, NCR, Kolkata and Ahmedabad on how an IT professional in India likes to learn, her views on various learning methods, has she set learning goals for herself and how it links to her personal and career growth. The second report surveyed 106 IT companies across the services and product space and looks at how the IT industry is making learning interesting with gamification, how many companies are adopting it and what experience bracket they believe is the right target for gamified learning.
Other key findings from the studies include:
Learning Styles of the Indian IT professional
● 97 percent of IT professionals believe in the importance of building one’s technology skills and 74 percent of them have undergone learning programs in 2016
● 48 percent of IT professionals have set learning goals for themselves in 2017, those who did link it to career growth and better pay
● 69 percent of IT professionals feel that online learning is more effective than offline training. Only 8 percent of IT professionals consider ILT (instructor-led training) to be an effective learning method
● 74 percent of IT professionals want freedom in what they learn rather than being directed
● Just-in-time, byte-sized and repeat learning are emerging as new learning styles
● 94 percent of IT professionals feel personalization of learning experience, 93 percent feel byte-sized learning and 92 percent feel adaptive online assessments as key developments that will impact learning in next two years
Gamification in Learning
90 percent of IT organizations areimplementing gamification in learning, 80 percent find gamification relevantand unique
47 percent of the IT industry considersemployees with eight or more years of experience as the target audience forgamification, while 37 percent considers employees with 0–8 years as the targetaudience – breaking the myth that gamification is only for younger employees
“With re-skilling being a critical needfor Indian IT to prepare for a Digital-led future, it is important tounderstand how today’s technology professionals learn and how learning can bemade interesting for them,” saidArunRajamani, Country GM at Pluralsight India. “Learning styles havechanged over time and are becoming online, personalized and byte-sized. Onlinelearning will play a key role in helping the IT industry reduce the skills gapby helping them assess their skills, find or build the right learning paths,get instant expert help and apply learning interactive labs. Learning must alsobe made interesting. It is exciting to see the rise of gamification in learningin India. Gamification brings in the 3 elements of progression, pride and playinto learning and promotes a socially inclusive culture”, added Arun.
Pluralsight’slearning platform is designed to help technology professionals with a digitalecosystem of learning tools, including adaptive skill tests, directed learningpaths, expert-authored courses, and interactive labs and live mentoring. Thesetools help inculcate a goal-oriented learning habit via Assessments and SkillPaths, support personalization of learning via Channels, and the modular designof courses helps address byte-sized learning needs of the learners.
“Skill development and learning is the keyfor all level of employees in today’s dynamic technology and business scenario.However, employees are not keen to go through traditional learning programbecause of several reasons such as paucity of time, ineffective teaching,boredom etc. This is where online learning can play a major role. Gamifiedlearning not only makes the learning process more of fun activity, it also increaseslearner engagement and effectiveness. If implemented in right manner, gamifiedlearning will enhance the overall learning experience for all experiencebrackets”, said Indranil Dutta, AccountDirector, KANTAR IMRB.
For more information on the researchresults and to access the full reports, visit https://learn.pluralsight.com/resource/offers/a-developers-viewpoint