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CHAPTER 8

TECHNOLOGY-BASED TRAINING METHODS

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OBJECTIVES (1)

Explain how new technologies are influencing training


Evaluate a web-based training site
Explain how learning and transfer of training are enhanced by using
new training technologies
Explain the strengths and limitations of e-learning, mobile technology
training methods, and simulations
Explain the different types of social media and the conditions
conducive to their use for training

Copyright © McGraw-Hill Education. All rights reserved. No reproduction or distribution without the prior written consent of McGraw-Hill Education.
OBJECTIVES (2)

Describe to a manager the various types of distance learning


Recommend what should be included in an electronic performance
support system
Compare and contrast the strengths and weaknesses of traditional
training methods versus those of technology-based training methods
Identify and explain the benefits of learning management systems

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A FEW STATISTICS

15% of training hours are delivered in a virtual classroom, and 31% are
delivered online
41% of learning hours involve technology-based training methods
86% of companies are using learning management systems
54% of large companies deliver training online, compared to 27% of
small companies

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TECHNOLOGY’S INFLUENCE (1)

Employees have greater control over when and where they receive
training

Employees have greater access to knowledge and expert systems

The use of avatars, virtual reality, and simulations make training “real”

Employees can choose the media they like best

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TECHNOLOGY’S INFLUENCE (2)

The administration of training can be conducted electronically

Training accomplishments can be easily monitored

Training can be easily delivered to trainees

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TECHNOLOGY-BASED METHODS

Jump to TECHNOLOGY-BASED METHODS Long Description

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TECHNOLOGY FACILITATES COLLABORATION

Digital collaboration can be synchronous or asynchronous


• Synchronous communication refers to trainers, experts, and
learners interacting live and in real time
• Asynchronous communication refers to non-real time interactions
—learners access information and resources when they desire
them

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DYNAMIC LEARNING

Greater interaction between learners and content, trainers, and other


learners
Trainers serving more as resources and coaches
Experts and resources becoming a part of the learning environment
More training via social media
More training via games and exercises

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FEATURES OF ONLINE LEARNING (1)

Content—content may include text, video, graphics, and sound

Collaboration and sharing—collaboration and sharing can help


reinforce content

Links to resources—access to other training methods and electronic


performance support

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FEATURES OF ONLINE LEARNING (2)

Learner control—leaners can control what, when, how, and with


whom they learn

Delivery—delivery may include internet, intranet, distance learning,


and CD-ROM

Administration—online administration of enrollment, monitoring, and


trainee progress

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ONLINE EFFECTIVENESS

Online is more effective than face-to-face for declarative knowledge


Online and classroom are equally effective for procedural knowledge
Learners are equally satisfied with online and classroom instruction
Online is better than classroom for long courses when there’s learner
control, practice, and feedback
Online and classroom are equally effective with similar methods
Trainees who benefit most are those who devote more time
Online learning is not effective for those with low self-efficacy

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NEEDS ASSESSMENT

Evaluate if the organization has the technological infrastructure to


deliver training, provide learning resources, and offer technical support

Assess if trainees possess the skills for online learning

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RAPID PROTOTYPING

Rapid prototyping could be used to design a program

Refers to an iterative process where initial design ideas are proposed


and provided in rough form in an online working prototype
• The prototype is then reviewed and refined

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REFRAIN FROM REPURPOSING

Trainers should avoid repurposing

Repurposing refers to directly translating a face-to-face program to an


online format

Repurposing will likely result in ineffective training

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CREATE A LEARNING ENVIRONMENT (1)

Include visuals and text


Explain complex visuals with audio or text, rather than by both
Omit extraneous visuals, words, and sounds
Engage learners through conversational language agents
Explain key concepts prior to full instruction

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CREATE A LEARNING ENVIRONMENT (2)

Provide prompts for self-regulation


Provide content in short sequences
Connect modules to engage learners
Provide exercises that parallel the work environment
Distribute exercises within and among modules
Provide explanations to responses on quizzes and exercises

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LEARNER CONTROL

Do not allow trainees to control the amount of feedback they receive

Provide practice repeatedly using different high fidelity examples

Allow trainees to control the sequence to receive instruction but not to


skip

Prompt self-regulation

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TIME & SPACE

Ensure employees are given time and space for online learning

Managers need to give employees time in their schedules for training,


and employees need to schedule training time away from distractions

Employees should not be required to fit online learning into already


busy schedules

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MOOCS

Massive open online courses (MOOCs) are courses designed to enroll


large number of learners, which are free and accessible to anyone with
internet access

More companies are working with MOOC providers to design custom


courses

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ADVANTAGES OF MOOCS

Low cost, accessible, and diverse topics

Engaging short lectures combined with interaction

Emphasize application using role plays, cases, and projects

Learning is semi-synchronous

Many offer college credit and certificates of completion

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LIMITATIONS OF MOOCS

Participation tends to drop off after two weeks

Completion rates are low, and most students who do complete courses
do not take the credential exam

May not be appropriate for courses where synchronous collaboration is


needed

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USES FOR SOCIAL MEDIA IN TRAINING (1)

Provide links to resources such as webinars, videos, and articles related to


new learning content
Help determine future training needs and issues by using tagging capabilities
Reinforce and sustain learning
Use as a coaching and mentoring tool
Link learners before, during, and after a formal training event
Engage Gen Xers and Millennials

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USES FOR SOCIAL MEDIA IN TRAINING (2)

Provide content before a face-to-face learning event


Link learners and build communities of learning before, during, and after
training
Share and create videos
Allow multiple learners to edit documents at the same time
Help learners identify who has the expertise they need and gain access
to subject matter experts
Identify who has expertise they need or who knows someone who has it

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BLENDED LEARNING (1)

Blended learning combines online learning, face-to-face instruction,


and other methods

Offers the positive features of face-to-face instruction and technology-


based delivery, while minimizing the negative features of each

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BLENDED LEARNING (2)

In comparison to pure classroom learning, blended learning:


• provides increased learner control
• allows for self-directedness
• requires learners to take more responsibility
• is better for teaching declarative knowledge or information

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BLENDED LEARNING (3)

In comparison to pure technology-based learning, blended learning:


• provides more face-to-face social interaction
• ensures that instruction is presented in a dedicated learning
environment
• provides live feedback, which is preferable to feedback received
online

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FOOD FOR THOUGHT …

Interestingly, trainees prefer classroom instruction to blended learning,


perhaps because blended courses may be more demanding.

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THE FLIPPED CLASSROOM

The flipped classroom is a popular application of blended learning

The classroom is designed for interaction and application; lecturing


occurs online

Instructional content is delivered online and activities, including those


that may have traditionally been considered homework, are moved to
the classroom

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GAMES AND SIMULATIONS

Branching story—trainees are presented with a story, make decisions,


and progress based on decisions
Interactive spreadsheet—trainees are given a set of business tools and
make decisions
Game-based—trainees play a video game
Virtual—trainees interact with a computerized representation of the
job

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ADVANTAGES OF SIMULATIONS

There is no need for a centralized training location


There is meaningful and engaging content
They provide a consistent message
They can safely put employees in situations that would otherwise be
dangerous
They can yield positive outcomes in a shorter amount of time

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GAMES CAN FACILITATE LEARNING IN MANY
RESPECTS
Provide a fun way to learn
Use leaderboards to increase learner motivation by capitalizing on their
competitiveness
Incorporate levels which require learners to demonstrate they are
competent on prerequisite knowledge and skills (by achieving certain
scores) before moving to more challenging content

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LIMITATIONS OF SIMULATIONS

High development costs

Absence of human contact

Difficulty for first-time users

May not be taken seriously by all learners

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AUGMENTED REALITY (AR) (1)

AR allows trainees to see the physical world around them, but their
view includes virtual media
AR brings digital elements into the physical world to enhance the
information and context that people experience
The major difference between AR and virtual reality is that the physical
reality is always present in AR

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AUGMENTED REALITY (AR) (2)

AR has several advantages:


• Employees can interact with experts and specialists, view live feeds,
access real-time content all while working
• AR is useful for showing employees what they should do rather
than just telling them
• AR supports other training methods
• AR allows employees to stay updated by accessing most recent
content without having to interrupt their work

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AUGMENTED REALITY (AR) (3)

There are significant barriers to the widespread adoption of AR


• Companies need to invest between one and three thousand dollars
for headsets or pairs of glasses
• All forms of AR need a bright display, potentially limiting its
application for outdoor work
• Battery life can be a concern because AR uses a lot of power
• Nausea and dizziness can be a problem

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MOBILE TECHNOLOGY AND LEARNING (1)

It is an easy way to communicate up-to-date information to employees

It can be useful for enhancing transfer by providing follow-up

It brings training to employees who are mobile

Learners can complete training on their own time and pace

It allows employees to generate content by creating video, taking photos, or


recording an interview and sharing it with others.

Using mobile devices for learning appeals to Millennials and Gen Zs

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MOBILE TECHNOLOGY AND LEARNING (2)

It is important to recognize the potential disadvantages of mobile


learning.
• Developers have to consider the device and operating systems that
trainees have
• Trainees may be distracted by texts, phone calls, and alerts on their
devices
• Trainees may be reluctant to use mobile learning if they feel they lack the
skills to do so
• Text and video may be difficult to see via smartphones

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ADAPTIVE TRAINING

Training that customizes content based on a trainee’s learning style,


ability, personality, or performance
Adaptations include variety, difficulty, and sequencing of content and
practice
Instruction changes based on trainees’ scores on assessments
completed before training or throughout training

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DISTANCE LEARNING (1)

Distance learning is used by geographically dispersed companies to


train and exchange information
Distance learning currently involves two types of technologies
• Teleconferencing—synchronous exchange of audio, video, and text
between two or more individuals or groups at two or more
locations
• Individualized, personal-computer-based training with trainees
participating wherever they have access to a computer

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DISTANCE LEARNING (2)

Guidelines for developing a virtual classroom:


• test technology before the first class
• design short modules and assignments
• make learning interactive and interesting
• include media such as video and audio
• limit classroom size to 25 or less
• offer learners multiple ways of interacting with others

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TECHNOLOGY FOR TRAINING SUPPORT

Technological support is needed when:


• performance is infrequent
• the task is time-consuming and difficult
• the consequences of error are severe
• information and procedures frequently change
• employee turnover is high
• little time and few resources for training
• employees are responsible for their learning and performance

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ARTIFICIAL INTELLIGENCE (AI)

Artificial Intelligence (AI) refers to the development of a system such as


a computer, a computer-controlled robot, or software think
intelligently like humans
AI includes mimicking how we reason, make decisions, ask questions,
and determine value
Machine learning refers to AI systems that learn
Chatbots refer to AI systems which create an automated personalized
conversation with human users

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EXPERT SYSTEMS (1)

Expert systems organize and apply the knowledge of experts to


specific problems

Used when problems and decisions exceed an employee’s current skill


set

Help employees make sense of different conditions and keep track of


tasks to be completed

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EXPERT SYSTEMS (2)

Expert systems have three elements:


• a knowledge base that includes facts, figures, and rules
• a decision-making capability that draws conclusions from this
information to solve problems
• a user interface that gathers and gives information to the user

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ELECTRONIC PERFORMANCE SUPPORT SYSTEMS

An EPSS is an electronic infrastructure that captures, stores, and


distributes knowledge throughout an organization
• Enhances performance in the fastest time possible with minimal
support from others

Includes all software needed to support work, beyond one or two


applications

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LEARNING MANAGEMENT SYSTEMS

LMSs are technology platforms that automate the administration,


development, and delivery of all a company’s training programs

LMSs centralize the management of learning activities, track regulatory


compliance, measure training usage, assess employee performance,
and determine training needs

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WHAT’S BEST?

Simulations, games, and adaptive training are suited for complex


processes
Online training and MOOCs are suited for facts, figures, cognitive
strategies, and interpersonal skills
If realistic, online training and simulations can be useful for
interpersonal skills
Mobile learning is best suited for facts
Mobile learning and social media are best used as supplements to live
training

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WHEN SHOULD TECHNOLOGY BE USED?

There is an adequate budget and resources


Trainees are geographically dispersed and travel costs would be high
Trainees are comfortable with technology
Use of new technology fits into the organizational culture or business
strategy
Employees would have a difficult time attending traditional training

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Appendix of Image Long Descriptions
TECHNOLOGY-BASED METHODS Long Description
This slide presents the wide range of technology-based methods in different boxes (from left to right, top to bottom):
E-Learning
Webcasts
Podcasts
Mobile Learning
Blended Learning
Wikis
Distance Learning
Social Media
Shared Workspaces
RSS Feeds
Blogs
Microblogs
Chat Rooms & Discussion Boards
MOOCs
Adaptive Training
Machine Learning
Augmented Reality
Artificial Intelligence
Jump back to TECHNOLOGY-BASED METHODS

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