In this regard, the main hypothesis of the study is
whether there is an impact of the pandemic, as a new
reality, on the processes of business training of
companies.
It is worth starting by viewing the overall picture,
which quantitatively reflects the transition of
corporate and other training to a distance format.
2 RESEARCH METHODOLOGY
Education and training industry was familiar with
such approaches and technologies before the
pandemic. But their application was uneven. For
example, in Russia, innovative educational
technologies were most noticeably used in the
segment of additional vocational education, while
higher education institutions focused on classical
learning models.
The pandemic and the quarantine associated with
it forced all participants within the educational sphere
to immerse themselves into the development and
application of modern approaches and technologies,
to feel how it is possible to offer a completely
different educational experience online, while
maintaining the quality of education (Francesco,
2019). Of course, not every goal was reached. It
happened due to the emphasis on digital technologies,
and not the methodology for developing training
programs. But it can be rightfully stated that such an
experience made everyone see which approaches and
technologies work, and which do not.
Today, the possession of educational technologies
is an advantage that allows us to develop more
effective and high-quality training solutions in order
to apply knowledge in practice (Ukolova and
Novikova, 2020). Unfortunately, in open sources,
educational technologies are mistakenly equated with
online courses and educational applications, so we
propose to understand the basic definition.
Educational technologies (EduTech) as a
combination of the terms "education" and
"technology" is a set of tools, technologies and
approaches used in teaching. They allow to improve
the educational process and bring it to a more
advanced and personalized level, to make it more
effective and exciting for the student. They include,
but are not limited to, the following components:
1. Approaches to the organization of training,
which include experimential, personalized, social,
and continuous learning.
2. Technologies to increase motivation and
involvement in learning, for example, microlearning,
gamification, etc.
3. Synchronous and asynchronous formats of
training solutions, such as face-to-face lectures,
webinars, massive open online courses (MOOCs),
VR and AR simulations, interactive distance classes
(virtual classes), e-courses with interactive
simulators, etc.
4. Tools for working on educational content, as
well as tools for its implementation in the learning
process. These include applications for creating e-
courses (Articulate Storyline, Adobe Captivate, etc.),
for orginizing webinars (Zoom, Google Meet, etc.),
for managing learning work (Granatum Solutions,
Microsoft Teams, etc.), for implementing surveys
(Kahoot, Socrative, etc.), for collaboration (G Suite,
Confluence, etc.), as well as learning management
systems (LMS) (Epigram, 2020).
Despite the fact that EduTech is traditionally
associated with online formats, its methods and
approaches are also applicable for face-to-face
training. The educational process consists not only of
creating video tutorials or lectures. It involves
constant feedback from the teacher, practical
development of skills and their transfer to practice, as
well as other interactive processes.
The coronavirus has become a powerful impetus
for the development of the entire EduTech market, the
economic role of which has increased significantly.
The global EduTech market in 2019 was 2.7% of
the global education market, and its volume by 2025
was estimated at $241 billion (average annual growth
of 13.1%). It is expected that due to the coronavirus
pandemic, the market volume will increase 2.5 times:
the average annual growth will be 16.3%, as a result
of which it will reach $404 billion in total global
spending by 2025 (Figure 1).
Figure 1: Assessment of the global educational technology
market, billion dollars.
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