Professional Documents
Culture Documents
10 Hmef5083 T6
10 Hmef5083 T6
Technology in
6 Training
LEARNING OUTCOMES
By the end of this topic, you should be able to:
1. Define technology-based training;
2. State the use of networked readiness index;
3. Discuss how to assimilate technologies into the work culture;
4. Identify the characteristics of learning-on-demand;
5. Differentiate between needs analysis and front-end analysis; and
6. Explain how we can use virtual worlds at workplace environment.
INTRODUCTION
Training is useless unless you have a purpose; itÊs knowing for what purpose
to train for that can break menÊs fulfilment.
(Anonymous)
Technology has not only revolutionised learning in schools but also training in the
public and business sectors. At school and higher learning institutions, technology
is used to enhance learning, while in the public and business sectors, technology
is used to enhance training. What is training?
New practices of training at the workplace may be deployed with new and
emerging technologies. Delivery of work-related knowledge which is constantly
changing due to new developments in the field can be easily done with technology.
Thus, new forms of training, which are more flexible, are needed. In this respect,
Malaysians are very lucky to be well-equipped with an adequate technological
infrastructure.
According to the report by the World Economic Forum, Malaysia was ranked at
the 32nd position and is the only emerging and developing country in Asia which
is in the top 60 position for network-readiness (Dutta, Geiger, & Lanvin, 2015).
Two-thirds of countries from the region are in the bottom half of the rankings
according to the report by the World Economic Forum.
(a) The environment, both political and regulatory, as well as for business and
innovation;
(b) The readiness aspect which looks at the technology infrastructure, the
affordability of technology, and skills;
(c) Usage aspect which covers individual usage, business usage and
government usage; and
The ranking of the country for the networked readiness index also mirrors the
development and income of the country, and this indicates that Malaysia is doing
very well in the region. Table 6.1 shows MalaysiaÊs position in comparison with
some of the advanced countries and countries in the region.
Table 6.1: The Top 35 Countries in the Networked Readiness Index 2015
2014 Rank
Rank Country/Economy Value Income Level* Group†
(Out of 148)
1 Singapore 6.2 2 HI ADV
2 Finland 6.0 1 HI-OECD ADV
3 Sweden 5.8 3 HI-OECD ADV
4 Netherlands 5.8 4 HI-OECD ADV
5 Norway 5.8 5 HI-OECD ADV
6 Switzerland 5.7 6 HI-OECD ADV
7 United States 5.6 7 HI-OECD ADV
8 United Kingdom 5.6 9 HI-OECD ADV
9 Luxembourg 5.6 11 HI-OECD ADV
10 Japan 5.6 16 HI-OECD ADV
11 Canada 5.5 17 HI-OECD ADV
12 Korea, Rep. 5.5 10 HI-OECD ADV
13 Germany 5.5 12 HI-OECD ADV
14 Hong Kong SAR 5.5 8 HI ADV
15 Denmark 5.5 13 HI-OECD ADV
16 Australia 5.5 18 HI-OECD ADV
17 New Zealand 5.5 20 HI-OECD ADV
18 Taiwan, China 5.5 14 HI ADV
19 Iceland 5.4 19 HI-OECD ADV
20 Austria 5.4 22 HI-OECD ADV
21 Israel 5.4 15 HI-OECD ADV
22 Estonia 5.3 21 HI-OECD ADV
Note: Income level classification follows the World Bank classification by income (as of
July 2014). Group classification follows the International Monetary FundÊs classification
(situation as of October 2014).
* Income groups: HI = high-income economies that are not members of the OECD;
HI-OECD = high-income OECD members; UM = upper-middle-income economies;
LM = lower-middle-income economies; LI = low-income economies.
† Groups: ADV = Advanced economies; EDA = Emerging and developing Asia; EDE =
Emerging and developing Europe; MENAP = Middle East, North Africa, and Pakistan
Source: Dutta et al. (2015)
SELF-CHECK 6.1
1. What is technology-based training?
ACTIVITY 6.1
Study the rankings in Table 6.1. What could be the reasons for the
differences in the networked readiness index in different countries?
Training needs to be flexible in time and space (the moment and the place)
according to the individual circumstances. The Internet and new emerging
technologies can provide access to rich resources and virtual training rooms which
will affect the manner in which we work in, and our professional development.
Hence, it is important to use educational technology to plan for effective training.
As stated by Seels and Richey (1994), the purpose of instructional technology is to
affect learning both in the educational settings and in the workplace.
Gomez and Igado (2008) believe that blended and open learning allows for
diversification, personalisation and differentiation of the various services, which
is required in a training environment for professional development. Their case
study of a training company, Master-D, used different media channels for
their own virtual campus television, MP3, learning platforms, CD-ROMS
and environments using chats, forums, multi-videoconferences, which allow for
financial savings, as well as better and faster customer service.
Web 2.0 tools such as Blogs, Wikis, Podcast, YouTube, Flickr and Del.icio.us
are instrumental in ensuring collaborative learning for learning autonomy.
More importantly, it will cultivate the internal philosophy and culture of the
organisation in order to sustain, and encourage the workforce to achieve the
mission of the business (Gomez & Igado, 2008). In any business, innovation is the
key to being competitive, hence research and activities for technical innovation,
social innovation and innovation in managerial methods should be encouraged
(Gomez & Igado, 2008).
According to Day, Peters and Race (1999), rethinking can be done in a variety
of ways, namely by:
(iii) Addressing the gap between present and future learning needs
through structured learning opportunities;
(i) Responsive;
(ii) Variable;
(iv) Focused.
SELF-CHECK 6.2
1. Discuss how we can assimilate technologies into the work culture.
Discussion forums, blogs, wikis and file sharing features to share videos and other
media can be used for asynchronous communication. In addition, there are
possibilities for online simulations of the business environment where teams may
need to make decisions and solve problems for situations created virtually. This
enables participants to explore the cause and effect of their actions.
Informal learning is intentional but not highly structured and learning may
be taken for granted and is unconscious. It includes self-directed learning,
networking, coaching, mentoring and performance planning. Technology can be
used to design an informal course without a course instructor. In informal training,
blogs and LMS can be used for the delivery of training. Coaching techniques
can be supplemented with instant messaging, discussion forums and emails. In
addition, different forms of media can be used.
In the development of human resource (HRD), the analysis phase is divided into
the needs assessment and the front-end analysis. The needs analysis examines
the current business situation and the desired business situation. The front-end
analysis examines how to eliminate the gap between the desired workplace
performance and the actual workplace performance.
While the front-end analysis suggested by Lee and Owens (as cited in Bartlett,
2008) relates directly to the multimedia instructional design process, others
overlap with the more traditional analysis phase in HRD. For example, the
audience analysis to examine the target population, task analysis determining the
requirements for the job, and situation analysis are all similar to the steps in HRD
(Bartlett, 2008).
The following are other forms of analysis which are part of the front-end analysis
(Bartlett, 2008):
(a) Situational analysis determines the environmental factors that can impact
learning while delivering a solution;
(b) The media analysis determines the best medium for delivering the solution;
(c) The extant data analysis determines the materials currently available; and
(d) The audience analysis determines the readiness of the target population.
In the HRD framework, there are three main phases which comes before the
implementation and evaluation phases. These are:
In the analysis phase, data needs to be collected on the relevant technology issues.
The areas that impact instructional technology are determining the technology
available, technology considerations, and constraints for delivering training with
technology. The data and findings of this phase may be used to support a certain
instructional technology effective for training in a certain topic.
The front-end analysis of the proposed solution would assist in explaining how
the audience, the technology, tasks, critical incidents, objectives, media, extant
data, and cost align with the current instructional technology solution. In addition,
it would assist in determining how the solution aligns strategically in the
organisation.
The design phase is similar to the „creation‰ phase in the HRD process, where the
solution begins to be developed. In the creation phase, the focus is on the design
and development to base the design on a sound theoretical approach and the
instructional technologies used support the design theory (Bartlett, 2008). For
example, for a constructivist approach in design, the principles of andragogy
combined with technology are required to create solutions for the workplace.
When the solution for training has been developed, it would be implemented for
evaluation. The evaluation process can be done by the trainees, and the trainers for
the usability of the solution as well as the effectiveness and efficiency of the
solution. Hence, HRD process is similar to the process of instructional design, to
design a solution for the workplace.
SELF-CHECK 6.3
1. Describe formal and informal learning.
ACTIVITY 6.2
Select one of the technologies used for training. Research on how this
technology is used for training and present how this technology can
benefit training.
There are some emerging technologies which are effective for training. In the field
of science, technology and engineering, designing equipment and objects are
important for innovation. However, it is sometimes not cost-effective to develop
the prototype designs as it sometimes involves building huge moulds for the
equipment and objects. Hence, learners are not able to visualise and test their
abilities in design and manufacturing. However, advances in manufacturing
technologies have enabled 2D and 3D objects designed on screen to be printed as
real objects in plastic and cheaper materials, using 3D printers. This is a huge
saving as trainees can explore and test designs of objects and „print‰ them to
further test their suitability.
This concept of interactivity has been extended with interactive spaces in smart
rooms which can enable manipulation with fingers, feet and other body
movements which when detected, provides interaction and enables collaboration.
For example, an interactive room which simulated an earthquake was done in the
RoomQuake project. Natural interfaces in such rooms with multiple access points
for groups of learners to collaborate provide a unique experience for collaboration
and kinaesthetic learning (Bishop & Elen, 2014).
According to Bishop and Elen (2014), the immersive sensation is achieved through:
(a) The use of sensory inputs through (graphics, sounds, visual perceptions of
moving through the environment, the ability to touch objects, maps
providing geo-location clues);
(e) The ability to design and build aspects of the environment itself; and
In a virtual world, the learner is immersed in a situation and can test out situations
which may not be possible in the real world. Virtual worlds and immersive
simulations are designed to create a compelling, collaborative and participatory
experience for the user (Dawley & Dede, 2014). Thus, the learner is engaged in the
learning experiences as he solves problems, and applies learning in his own social,
physical and cultural context, in the specific environment.
Learning is situated. For example, a student who manages a store will gain
knowledge and skills in business operations, customer relations and marketing in
an authentic way when he or she manipulates operations in an online virtual world
with virtual customers, supervisor, stock and money. This experience is not the
same as reading a textbook and writing a paper. The work in this virtual world is
an important contribution to the success of the store.
Virtual worlds may also cater for multiplayers (Dawley & Dede, 2014). In this
case, there might be many stores with many players mending the stores.
Communication options such as chat and messaging are normally offered and
there may be role-playing elements. The interactivity between stores and different
organisations to simulate the real world may be possible to contribute to the
success of the whole virtual community. Wheelock and Merrick (2015) claim
that virtual worlds such as „Minecraft‰, „Second Life‰, „OpenSim‰, „World of
Warcraft‰ and „Unity‰ engage learners. These applications have also been used
for the workplace. IBM has used „SecondLife‰ in their virtual meetings and
corporate training sessions (Frontline, 2010).
Virtual worlds can be used for learning at the workplace. Virtual reality can
simulate the real workplace environment, prepare you for the real environment
and allow you to empathise with the users in the environment (Tracey, 2016). The
Learning Provocateur (Tracey, 2016) has given examples of how it has been used
for these purposes: for training real estate agents, for getting a patientÊs perspective
on a medical procedure and being immersed in a Syrian town ravaged by bombs.
SELF-CHECK 6.4
Without managing the explicit and tacit knowledge in the organisation, the
company is not recognising the full potential of its capabilities, or harnessing the
brainpower within. As aptly put by Durrant (2001), enterprises are realising how
important it is to „know what they know‰ and to be able to make maximum use
of the knowledge. Knowledge resides in databases, knowledge bases, filing
cabinets and peopleÊs heads and is distributed across the organisation (Durrant,
2001). In order for employees not to repeat and be redundant in their tasks, work
processes must be captured and shared as knowledge in the organisation.
SELF-CHECK 6.5
ACTIVITY 6.3
In your opinion, what are the best Web 2.0 tools to encourage knowledge
workers in your organisation? How can these tools encourage the
knowledge management processes? Search for different emerging Web
2.0 tools which can be used in training and discuss how you can use these
tools.
(a) Ensure that this is not an ad-hoc effort, simply viewed as an IT project.
Permanent resources, departments should be created. Creation of portfolio:
Chief Learning Officer. Suggested job specifications include:
(v) Identify standards and processes for the development, purchase and
delivery of emerging technologies;
(b) Build a curriculum. A curriculum is the scope, sequence and content of what
is to be learnt. In a learning organisation, setting a curriculum is one way of
prioritising your efforts.
(c) Decide who owns the curriculum. The poorest solution is to vest it in the HR
department, as if planning is their business and no one elseÊs. The HR
professional is an invaluable resource in helping to design and deliver
learning events, but the sense of ownership ideally is shared throughout
the organisation. Learning is therefore everyoneÊs business, everyoneÊs
opportunity and everyoneÊs responsibility (Day et al., 1999).
(d) Develop internal learning advisors. The chief librarian, chief financial
controller and chief of security should act as internal „professors‰.
(e) Conduct action research. Embed research into the system so that initial bugs
can be identified early, results analysed and action taken.
ACTIVITY 6.4
1. Search for several emerging technologies suitable for training, in
your organisation. You may consider a Moodle-based LMS with a
variety of tools, or specific emerging technologies such as Pbwiki,
SecondLife, and use the above guidelines to plan and decide
whether your organisation would purchase the selected emerging
technology tool to be used in your organisation.
2. If you were the Chief Learning Officer of a company, and you were
asked to come up with solutions to improve the Human Resources
Development programmes, how would you go about doing it using
an Instructional Systems Design (ISD) model?
The Internet and its related technologies are seen as the emerging technologies
that will affect the manner we work and upgrade our knowledge.
Organisations should take note of this fact and relook their HRD programmes
to see if the training services that are provided meet employeesÊ expectations.
The needs analysis examines the current business situation and the desired
business situation.
The front-end analysis examines how to eliminate the gap between the desired
workplace performance and the actual workplace performance.
Dawley, L., & Dede, C. (2014). Situated learning in virtual worlds and immersive
simulations. In J. M. Spector, J. Elen, M. D. Merrill & M. J. Bishop (Eds.),
Handbook of research on educational communications and technology
(4th ed.) (pp 723-734). New York, NY: Springer.
Day, A., Peters, J., & Race, P. (1999). 500 tips for developing a learning organisation.
London, England: Kogan Page.
DeWitt, D., Alias, N., Siraj, S., & Hutagalung, T. (2014). Designing instruction for
knowledge management processes using a wiki. In F. L. Gaol, W. Mars, &
H. Saragih (Eds.), Management and technology in knowledge, service,
tourism & hospitality. Netherlands: CRC Press.
Dutta, S., Geiger, T., & Lanvin, B. (2015). The global information technology report
2015: ICTs for inclusive growth. World Economic Forum. Retrieved from
http://www3.weforum.org/docs/WEF_Global_IT_Report_2015.pdf
Gomez, J. I. A., & Igado, M. F. (2008). Blended learning: The key to success in a
training company. International Journal of Instructional Technology and
Distance Learning, 5(8), 33ă42. Retrieved from
http://itdl.org/Journal/Aug_08/article04.htm
Hsu, Y. -C., Ching, Y. H., & Grabowski, B. L. (2014). Web 2.0 applications
and practices for learning through collaboration. In J. M. Spector, J. Elen, M.
D. Merrill, & M. J. Bishop (Eds.), Handbook of research on educational
communications and technology (4th ed.). New York, NY: Springer.
Nebolsky, C., Yee, N. K., Petrushin, V. A., & Gershman, A. V. (2016). Corporate
training in virtual worlds. Systemics, Cybernetics and Informatics, 2(6), 31ă36.
Wheelock, A., & Merrick, S. (2015). 5 virtual worlds for engaged learning.
International Society for Technology in Education (ISTE). Retrieved from
https://www.iste.org/explore/articledetail?articleid=395