Emerging Trends in Employee Training and Development

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EMERGING TRENDS IN EMPLOYEE TRAINING

AND DEVELOPMENT

By LT-4
Zainab Fatima
Dushali Singh
Aishwarya Mishra
Ritu Rani
Abhishek Bajpai
Honey Shakya
Emerging Trends
Electronic Enabled Training Systems
Gamification
Team Building
Six Sigma
Electronic Enabled Training Systems

E-training means the delivery of learning or training program by


electronic means.
E-training involves the use of electronic device such as
Computer
Computer+Internet
Mobile
Types of e-training

E-training can be classified as

Synchronous
Asynchronous training
Benefits of EETS
Flexibility
Mobile
No Travel
Lower cost
Tailored to you
Technological Possibilities
Global
Challenges faced by EETS

Lack of Control
Learning Approach
Isolated
Technology Issues
Computer Competency
GAMIFICATION
The definition of gamification is to apply the core concepts of gaming in
another context like employee training.
BENEFITS OF GAMIFICATION

Increased Boost Improve


performance motivation productivity

Gamification engages employees in a meaningful and direct way


within the workplace
Helps workers retain information from training sessions
Develop long-term skillsets
It has been shown to be a quicker and more reliable method of
learning when compared to traditional training systems
NEED FOR GAMIFICATION

70% of employees are disengaged from their work


High e-learning dropout case (60-90%)
79% of the participants (both corporate learners and university
students) said that they would be more productive and motivated if
their learning environment was more like a game.
(resource: Talent LMS Survey Results, Gartner Research, eLearning
Industry)
EXAMPLES OF GAMIFICATION IN TRAINING &
DEVELOPMENT
Deloitte Leadership Academy, which has trained 10000+ executives
from all over the world, delivers learning gamification through
Badgeville to increase knowledge sharing and brand development.
TCS has also stepped in the world of gamification by implementing
game engines that allow the creation of real-life environments with
built-in networking features, enabling the development of such
Massively Multiplayer Online Role Playing Games (MMORPG)
The application of MMORPG for real-world industrial training and
simulation can lead to greater collaboration and team play and
reduce the dreariness involved in solo-training, says the team.
McDonald’s Till Training. This is a much-quoted example. When the
big Mac wanted to train their staff on a new cash register and
ordering system, they turned to a game complete with scores,
challenges, timers, and feedback. Employees could learn in an
environment that could approximate their real work situation while
still having the comfort that this was a game and that failing at a task
was allowed. The word is that a revenue impact to the tune of GBP 23
Million was attributed to the success of the game.
TEAM TRAINING

Training self-directed teams with regard to:

Management skills
Coordination skills
Cross-functional skills
Management Skills
Administer and coordinate a group of individuals to perform a task
Focus on:
The importance of delegation
Motivating the team
Developing the team
Communicating and working with team – and outside the team
Managing discipline
Coordination Skills
Managing work flows and longer-term timelines and deadlines
Meshing activities with the team members
Working with people who have a different approach to time
Preventative skills used in foreseeing potential obstacles and averting
potential crises.
Cross-functional Skills
Emphasis on communication and working together to accomplish
organizational goals
Learn the goals and results of other teams
Learn what is important to other departments or teams in the
company; understand different roles and the impact they have on the
business
Establish a working understanding of what each functional area or
other teams of the organization should be doing and how they should
work together
Six Sigma
Six Sigma is a disciplined, statistical-based, data-driven approach and
continuous improvement methodology for eliminating defects in a
product, process or service.

Six Sigma is about practices that help you eliminate defects and always
deliver products and services that meet customer specifications.
Methodologies
Six Sigma projects follow 2 methodologies:

DMAIC: It is used for projects aimed at improving an existing


business process.
DMADV: It is used for projects aimed at creating new product or
process designs.
DMAIC Phases

Define: Define the project goals and customer (internal and external)
deliverables
Measure: Measure the process to determine current performance.
Analyze: Analyze and determine the root cause(s) of the defects.
DMAIC Phases

Improve: Improve the process by eliminating defects

Control : Control future process performance.

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