Delivery the Training & Media Options: How will you deliver your training? What are some of the mediums and modes you will select with regards to media for training? (AOE 3. Training Delivery; 3.5. Delivery Options and Media)
- Define blended learning
- Discuss two examples of when classroom learning or online learning are most appropriately used, and explain why
- Define environmental considerations that ensure optimal classroom learning
- Discuss the benefits of message boards and chat rooms to learning groups and online communities
- State two benefits of online learning, and list two requirements for audio & video plug-ins
- State the purpose of an electronic performance support system, and discuss when to use or not use one
- Explain what is meant by self-directed learning, and describe two situations in which it is most appropriate
- Identify the benefits of using games and simulations to deliver training
- Optimizes resources, providing the greatest impact for the least investment
- Delivery format for a blended-learning solutions to solve a business problem
- Technology characteristics will lend to the audience, location, content, & delivery of training for certain skills and knowledge
- A marketing plan will inform and communicate this type of training program
- What is the performance deficiency or the learning opportunity that the intended program is expected to address? Is training the most appropriate solution? Would a performance support tool work just as well? Or better access to information?
- Where is the target audience - all in one place or widely dispersed? How many people need to be trained? How quickly?
- Is the budget adequate for online learning?
- Is there technology available for online learning? Is there IT support?
- Will the learning be developed internally or with the help of suppliers? Are there standards and protocols for working with supplier partners?
Classroom Training: a learning space set up like a traditional classroom environment led by an instructor/trainer/facilitator.
READ: Why Can’t Learning in the Analog and Digital Just Get Along? By @laurapasquini
Selecting the Facility & Preparing the Environment
You will want to consider the following factors for the room, set up, and space:
- Screen size is important to determine the distance the last row of your seats should be and how they can view the screen for potential presentations
- Peripheral facilities will consider the Wi-Fi connectivity, access to speakers for sound, or other outlets needed in the room if people are bringing their own devices
- Environmental factors to reduce distractions, obstacles, and remove any barriers for participants view, audio, etc.
- Preparing materials and equipment: allow for set up time to move any furniture, technology, or equipment before the training starts
- Room arrangements for Training Sessions: circle, broken circle, circular table, square table, rectangular table, u-shaped table, classroom/lecture style, theater style
Distance Learning: educational delivery in which the instructor and students are separated by time, location, or both; can be synchronous or asynchronous; characterized by interaction between the learner and the trainer, among learners, or between learners and learning resources by using one or more learning technologies
READ: What is Distance Education? Via MSU Office of Instructional Technology
Ways to train with electronic presentation and distribution methods:
- Presentation software: PowerPoint, Prezi, Keynote, etc.
- Web conferences: Zoom, Adobe Connect, GoToMeeting, etc.
- Distribution Channels: social media, microsharing, cloud-based, apps, podcasts, etc.
- Collaborative spaces: wikis, Google docs, Slack, etc.
- Engaging Activities Using Common Virtual Tools (Huggett & Corbet, 2009):
- Share documents, whiteboards, polling, chat, interactive discussions, multimedia
Benefits of Technology-Based Training include:
- Speed and precision
- Access anytime, anywhere
- Self-direction for learners
- Synchronous vs. asynchronous options
- Online communities: In episode 3.4., we talked about Communities of Practice (CoPs) -- where a group of people who have a common interest in an area of competence and who share their experiences of their practice - might also form informal networks and build learning communities online.
- Asynchronous learning
- Blog (weblog)
- Chat room
- Collaboration technology
- Community of practice (CoP)
- Electronic bulletin board
- Electronic performance support system
- Electronic text
- Mobile learning
- Online help
- Online learning 2.0
- Virtual classroom
- Virtual world
- Web 2.0
- a task performed with relatively low frequency
- a highly complex task
- a task with high consequence of error
- A task with a high probability of change in the future
Games and Simulations: are a way to model and represent real situations; they can introduce new skills, challenge current thinking, and guide new ideas for the future. This allows employees to practice, experiment, and apply learning in certain situations before encountering them at work. It is critical to debrief after the game or simulation with this training method.
Experiential Learning: or discovery learning -- where learners encounter a problem in an activity, respond to the problem, identify useful knowledge or skills gained, debrief what was learned, and plan for transferring what they learned.
Self-Directed Approaches: self-directed learning or SDL refers to self-paced training programs that use a wide variety of media digital, print, etc. less formal types of learning e.g. team learning, knowledge management systems, and self-development programs
On-the-Job Training (OJT): happens in normal work situations using the tools, equipment, documents, or materials that employees will use during their regular work day. It often takes place with employees and using structured solutions like coaching and mentoring
Support of Personal Learning Networks: Check out episode 3.4. For more on PLNs and how you can use these communities to learn.
Books and articles referenced in this episode:
- Training and Development for Dummies by Elaine Biech (2015)
- Designing for the Virtual Classroom by Cindy Huggett & Wendy Corbett
What is Learn/Perform Mixtape?
The Learn/Perform Mixtape is a podcast of my study notes as I prepare for the Certified Professional in Learning and Performance (CPLP). More at: https://techknowtools.com/learnperform-mixtape/