Abstract:
The pace of traditional teaching methods to deliver new skills to adult learners is slowly
being constraint by the need for business to apply these skills in their organisations and the
rate of change they are being introduced. Furthermore andragogy principles on their own
could not reduce the knowledge to action gap post skills transfer has taken place, leading to
more experiential techniques to be explored.
This lead to the intent of the study which was to understand if one could apply the use of
gamification and an experiential element, human-robotic interaction(HRI), to andragogy
principles to the design of a module to understand if it was possible to reduce the time to
transfer knowledge and have learners apply them post the session.
The longitudinal study was done in two phases to understand during the module delivery
itself as well as nine months afterwards if the topics selected to be taught the candidates felt
they were exposed to and if they had believed they had applied it due to the session itself.
The findings revealed positive outcomes to the study, understanding that these techniques
definitely benefitted those going through the developed framework.