Learning technology is agile and responds swiftly to the needs of its users. At Janison, we have identified the top priorities of companies and how these will shape what they expect of learning technology. Here are the top 8 trends we think will become a major force in the market by 2020…




1. Social learning

Learning through collaboration will be an overarching theme in 2020,  increasingly placing social tools at the heart of learning technology. Millennials demand social tools, and will therefore drive their greater use in learning settings. The focus will be on engagement, as well as learners interacting before, during and after training sessions. Social tools offer learners the ability to recommend, share and rate, which means that they naturally lend themselves to this trend towards peer support and collaboration. This includes coaching and mentoring – whether informal, ad hoc or on the job. Courses, formats, instructors and faculty will all be socially assessed; the “wisdom of crowds” will democratise learning.


2. Learning will be personalised ­

Educational content and curriculums will be adapted to suit an individual’s unique learning needs. This includes their learning speed, preferred style and individualised pathway. Platforms such as the Microsoft Azure Recommendations API [insert a URL to this product?] will use technology such as machine learning and artificial intelligence to make this possible.


3. Adaptive learning software

We expect that this technology will be well entrenched by 2020. Adaptive learning software uses computers as interactive teaching devices, and allocates resources according to the unique needs of each learner. It is expected to generate more than $2billion of revenue by the end of 2020 in the Americas alone.


4. Mobile-first learning will be the norm by 2020.

The mobile learning market is growing exponentially and will be key to the future of learning technology. Today more than 60% of all online video is consumed on mobile devices and this is again driven by the millenial generation. The latest innovations in mobile learning which are shaping the industry are location-based learning, realtime performance and decision suport, and augmented-reality mobile learning.



5. Microlearning

Bite-size learning (content which is 2-3 minutes in length) is designed to meet a specific learning outcome and is well suited to informal learning and targeted intervention. It is expected to feature heavily in future learning technology.

Microlearning’s brevity and accessibility on multiple devices is ideal for just-in-time training for busy corporate learners. This market is driving an on-demand model for performance support with multiple options for performance support. [The meaning of this isn’t clear; repetition of “for performance support”]




6. Integrated talent strategies.

Because learning touches nearly every part of the talent cycle, Learning and Development has been described as the ‘engine room’ of an integrated talent strategy. By 2020, such integration will become a key priority for L&D departments.Some key drivers for this are:

  • Learning via induction is critical to on-boarding new recruits and reducing timeto competency
  • Learning opportunity is a critical factor in employee engagement and retention
  • Learning is a key tool for raising performance
  • Learning is core to developing existing staff and building future skills
  • Learning is central to individual career advancement and for building organisational capability


7. Gamification will feature strongly in 2020 learning technology.

It is already gaining traction with badges and leader boards being used to motivate and engage learners.


8. Wearable technology will be increasingly used for learning

The expected growth for wearables – gadgets and devices that can be worn on the body, track movement and can sync with mobiles or computers – is at ~46% per year through to 2020, according to market research firm Technavio. According to a Vanson Bourne survey of 300 IT decision makers in the UK, 29% of UK businesses already have some form of wearable technologies [learning?] projects in practice. The main reasons for such projects are employee well-being (16%), instant access to important information (15%), and improved customer service (14%).

Eve Jaremka
Published by Eve Jaremka

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