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June 21

Blog Posts

Juanita Kotze

Simplifying Satellite Communications Learning

Sales and support teams are perpetually operating within a very tight time schedule and more often than not training on the very products they are required to sell/support takes a backseat in the list of 'things to do'. An important development to assist these teams in ensuring their knowledge and hands-on abilities are at an optimum level, is the evolution of the elearning tool.



In the satellite communications industry hands-on training is almost entirely dependent on 'line-o

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Posted by Juanita Kotze on June 11, 2007 at 4:24pm — 1 Comment

ryan

The magic ingredients to designing effective learning policy?



So.... you understand your company's corporate objectives.....


your Training Programme is aligned to them....


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Posted by ryan on June 8, 2007 at 1:54pm

ryan

The Golden Rules for any Learning & Development Manager


The Golden Rules here will make you a success in your role and help make the Corporate you work for successful. This is a simple list of what to do .... If you want to know HOW to do it, then tune in for the next blog where I'll explain more on Golden Rule 7, 9 and 14.

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Posted by ryan on June 8, 2007 at 10:56am

Corporate Training

Training Budgets Adjust Due to the Economy

An online survey conducted by ASTD asked people what changes have been implemented within their companies’ training departments to weather today’s turbulent economy. What have you seen in your company, and how does that compare to what these statistics show?

  • 49.7% reduced travel of learners for training
  • 42.5% reduced travel of instructors for training
  • 27.5% moved instructor-led courses to e-learning or web-based courses
  • 17.4% made no adjustments
  • 16.2% moved training in-house (instead of off-site)
  • Creation of new content – 15.6% reduced
  • Reuse of existing programs or courses – 15.6% increased
  • Training dollars per employee – 20.4% reduced; 0.6% increased
  • Expenditures for external services – 33.5% reduced; 1.2% increased
  • Training budgets for the remainder of the year – 34.5% reduced; 2.4% increased
  • Training hours per employee – 13.2% reduced; 4.8% increased
  • Tuition reimbursement – 6.0% reduced; 1.8% increased

Need-to-Know Training

Everyone feels pinched these days, with most organizations cutting way back on training expenditures. Many companies seek newer, cheaper ways to deliver necessary training, with an emphasis on necessary. (Training topics considered “unnecessary” can include communications, interpersonal skills, negotiating, and general finance.) Some companies require a minimum number of participants in each class, others have limited the frequency of training events, and others are eliminating those non-essential topics.

On the other hand, companies must not lose sight of the fact that some training is essential. This includes training that is mandated by law or compliance requirements, training that impacts the customer or brand, courses that are safety-related or government regulated, and those that may mitigate risk.

Here is an example. More discrimination claims are filed during poor economic times. It is important for organizations to be able to provide proof of training on such topics as ethics, harassment, discrimination, and wage and hour compliance. Such proof will provide crucial defense in the event of litigation. It is important to spend money as wisely as possible and determine what is essential to your company’s survival – what courses are truly need-to-know vs. nice-to-know.

HR Magazine provides the following ideas for cutting back creatively:

  • Cut travel costs – use e-learning, videoconferences
  • Piggyback training – provide a class on the same day as a regional meeting
  • Increase classroom fill rates – run fewer and larger classes
  • Shift schedules – provide training during breaks, lunches, before/after hours
  • Eliminate catering – have brown-bag lunch sessions
  • Maximize employee knowledge – via mentoring, coaching, shadowing
  • Develop a wiki database – create an open-source (free) database/knowledgebase for employees
  • Put training online – convert existing classroom courses to e-learning
  • Implement free communication tools – such as Skype, Moodle
  • Encourage free courses provided by top universities (MIT, UC Berkeley), free downloadable podcasts of business lectures (Stanford U), free software training courses (Microsoft, Free-Ed.net)

Keep an open mind and you will be able to find even more ways to save money while still providing the training your organization needs to succeed during these tough times.

WHAT Do You Do For a Living?

"Did you say instructional design? What the heck is that?" Most of the time when I am asked by a layperson what we do here at CramerSweeney Instructional Design, I do NOT answer "We do instructional design" - a non-answer which would generate the above reaction. Instead, I answer something like this: "We write and develop classroom and online training programs on any topic for corporations of all sizes." I may even follow that extremely brief answer with the names of a few of our better-known (household name) clients. Hey, who doesn't like to name drop occasionally?

But what IS instructional design (really) and what is its true purpose? First consider the fact that we, as humans, are all learning all of the time. It's what we all do, even though we are not always (or even often) conscious of doing it. Most of our learning happens on the fly - through our experiences, our senses (what we see, hear, touch), our interactions and conversations. This is our natural way of learning. Sitting in a classroom or taking an e-learning course are other ways that we learn, but they are not natural to us. The purpose of instructional design, then, is to package these formal learning experiences in the most useful, effective, and engaging manner possible.

  1. Good instructional design helps learners make sense of new information being taught. Training should never be just a dump of information.
  2. To make sure learners understand what they need to learn, good instructional design provides clear learning goals. This ensures that learners will not focus on the wrong things and will focus on the appropriate specific pieces of information they need to learn.
  3. By including examples, practices, exercises, and discussions (interactivity) throughout the training, good instructional design provides the context and perspective (real meaning) learners need in order to understand and process (remember) new information.
  4. Using information from the subject matter expert(s) and compressing it into a streamlined course saves learners a lot of time (and saves companies a lot of money).
  5. By designing and developing engaging learning experiences, good instructional design better engages learners and provides more effective learning.
Learning is a natural and complex process that we engage in all the time. Yet, to make learning happen in an unnatural, formal environment, we need to package the learning using good instructional design! The next time someone asks me what instructional design is, I may add this to my previous answer: It requires pulling together relevant content to create effective, focused, and meaningful courses.

Make e-Learning Engaging - Please!

We've all seen dead-boring e-learning courses. Heck, many of us have probably been involved in creating less than stellar e-learning. But we all have had to start somewhere. And we have all seen (or at least heard about) the high drop-out rates of e-learners. Today, of course, we find ourselves in the new world of "e-learning 2.0" with uncountable tools at our disposable (including the web), some of which make developing effective and engaging e-courses not only easy but pleasurable! But what can we really do to keep learners engaged and ensure that they will complete their e-learning modules?

Allison Rossett and Antonia Chan wrote a useful white paper for Adobe Systems, called Engaging with the New eLearning, in which they offer 12 great suggestions. These are the high-level highlights:
  1. Participants must believe the e-learning will be useful to them.
  2. If value for the participants is not obvious, provide a vivid example to make it obvious.
  3. The program must provide opportunities for success, never failure or uncertainty.
  4. Make the program real to participants by, for example, anchoring the topic to something familiar to them.
  5. Since participant involvement will be required, demonstrate what that participation might look like.
  6. Make the program active and thought-provoking - keep participants doing and thinking.
  7. Make it human by including stories, lessons learned, quotes, anecdotal trivia, etc.
  8. Guide and track participants.
  9. Blend your e-learning program with other learning tools and opportunities, such as blogs, a performance support tool, an online assessment, online chats with fellow learners, a forum, videos, etc.
  10. Use online communities to help participants form relationships, collaborate, and work as a team with others - by using a blog, wiki, discussion board, and other online tools.
  11. Make it POP! Add some WOW! This requires creating something dramatic, compelling, and authentic that is still also perceived as valuable to the learner.
  12. Measure results and effectiveness, and keep on improving.
You don't have to begin implementing all 12 of these recommendations at once. Ease into them and have fun. If you're having fun, chances are better that your learners will have fun. Good luck!

Let's Talk Terminology

Many new and potentially confusing terms and phrases have been coming across my desk lately. I presume you have been seeing them as well, and you may wonder what they all mean. I thought I would offer some short explanations of them for you here.

Cloud computing refers to the invisible "cloud" of data and applications available anywhere and anytime. Mobile devices are the most pervasive in terms of accessing this ever-growing cloud of information that is, by its own nature, everywhere.

As defined in a
Brandon Hall research paper on the subject, mobile learning is "personalized learning that unites the learner's context with cloud computing using a mobile device."

Also defined in the same paper is ambient intelligence (AmI): smart interactive technology that is both invisible and ubiquitous (omnipresent) and that adapts to its environment and users.

Mobi-sodes are short episodes of mobile learning, while an intraverse is the online universe that is available through your company's intranet.

Notice this growing list of similar terms:
E-Learning: electronic (online) learning
M-Learning: mobile learning (on handheld devices and cell phones)
V-Learning: learning inside a virtual world (such as Second Life)
G-Learning: learning via computer games
C-Learning: learning via collaboration with co-workers and associates

And of course you have all seen references to Web 2.0 and E-Learning 2.0. Web 2.0 is the stage of the World Wide Web where the Internet has become a platform for users to create, upload, and share content with others, versus simply downloading content. E-Learning 2.0 is the idea of learning through digital connections and peer collaboration enhanced by technologies driving Web 2.0. Users/learners are empowered to search, create, and collaborate in order to fulfill intrinsic needs to learn new information.

Finally, more businesses are concentrating on the bottom line and their return on investment (ROI) from their organization's training efforts and expenses. As a result, you will continue to hear more about Performance-Based Learning (PBL), which focuses learners on what they need "to do" to drive business results and delivers learning aligned closely to actual need.


I hope these explanations help. As I come upon new terms and phrases in our industry, I will be sure to share and explain them.
 
 

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