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Technology-Based Training Methods: 6 Edition Raymond A. Noe

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0% found this document useful (0 votes)
144 views53 pages

Technology-Based Training Methods: 6 Edition Raymond A. Noe

Uploaded by

Mhd Zain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Technology-Based

Training Methods
Chapter 8
6th Edition
Raymond A. Noe
McGraw-Hill/Irwin Copyright © 2013 by The McGraw-Hill Companies, Inc. All rights reserved.
Learning Objectives
• Explain how new technologies are influencing
training
• Evaluate a web-based training site
• Explain how learning and transfer of training are
enhanced by new training technologies
• Explain the strengths and limitations of e-learning,
mobile learning training methods (such as iPads),
and simulations
• Explain the different types of social media and the
conditions conducive to their use for training

8-2
Learning Objectives
 Describe to a manager the different 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

8-3
Technology’s Influence on Training and
Learning
 New technologies have made it possible to:
 Reduce costs associated with delivering training
 Increase effectiveness of the learning environment
 Help training contribute to business goals

8-4
Table 8.2 - New Technologies Used for
Training

8-5
Table 8.2 cont. - New Technologies
Used for Training

8-6
Benefits of Technology
 Employees can gain control over when and where
they receive training
 Employees can access knowledge and expert
systems on an as-needed basis
 The learning environment can look, feel, and sound
just like the work environment
 Employees can choose the type of media they want
to use in a training program

8-7
Benefits of Technology
 Paperwork and time needed for administrative
activities is reduced
 Employees’ accomplishments during training can be
monitored
 Traditional training methods can be delivered to
trainees rather than requiring them to come to a
central training location

8-8
Technology and Collaboration
 Digital collaboration: Use of technology to enhance
and extend employees’ abilities to work together
regardless of their geographic proximity
 Requires a computer, tablet, or phone with a web
browser or app, but collaborative

8-9
Technology and Collaboration
 Types
 Synchronous communication: Trainers, experts, and
learners interact with each other live and in real time,
the same way they would in face-to-face classroom
instruction
 Asynchronous communication: Non-real-time
interactions

8-10
Figure 8.2 -
Types of
Learning
Environments

8-11
Computer-Based Training, Online Learning,
Web-Based Training, E-learning
 Refers to instruction and delivery of training by
computer through the Internet or the web
 Include and integrate into instruction text:
 Interaction using simulations and games, and video
 Collaboration using blogs, wikis, and social networks
 Hyperlinks to additional resources
 In some types of CBT training:
 Content is provided stand-alone using software or
DVDs with no connection to the Internet
• Online learning, e-learning, and web-based training
include delivery of instruction using the Internet or
web 8-12
learning

8-13
Table 8.3 - Advantages of E-
learning

8-14
Regarding the Effectiveness of Online
Learning

8-15
Table 8.5
- Tips for
Developing
Effective
Online
Learning

8-16
Developing Effective Online
Learning
 Needs assessment - Includes getting management
to support online learning
 Bandwidth: The number of bytes and bits (information)
that can travel between computers per second
 Plug-ins: Additional software that needs to be loaded
on the computer to listen to sound, watch video, or
perform other functions
 Creating a positive online learning experience
 Rapid prototyping: An iterative process in which initial
design ideas are proposed and provided in rough form
in an online working prototype that is reviewed and
refined by design team members
 Repurposing: Directly translating an instructor-led,
face-to-face training program to an online format 8-17
Table 8.6 - Principles for Creating a
Positive Learning Experience

8-18
Developing Effective Online
Learning
 Learner control: Giving trainees the option to learn
actively through:
 Self-pacing
 Exercises
 Exploring links to other material
 Conversations with other trainees and experts

8-19
Providing Time and Space for Online
Learning
 Given the work demands that employees face,
trainees need incentives to complete online learning
 Presenting cash awards and merchandise
 Certifying programs to ensure that online courses are
completed

8-20
Technology for Collaboration and
Linking
 Hyperlinks: Links that allow a trainee to access
other websites that include:
 Printed materials
 Communications links to experts, trainers, and other
learners
 Learning with and creating a network with peers an
important aspect for some employees
 Prefer instructor-led face-to-face instruction over online
learning

8-21
Social Media: Wikis, Blogs, Microblogs,
and Social Networks
 Online and mobile technology used to create
interactive communications allowing the creation and
exchange of user-generated content

8-22
Social Media: Wikis, Blogs, Microblogs,
and Social Networks
 Useful for:
 Providing links to resources related to new learning
content
 Helping determine future training needs reinforcing and
sustaining learning
 Being used as a coaching and mentoring tool
 Linking learners through a formal training event
 Engaging Generation X and millennial employees
 Providing content before a face-to-face learning event

8-23
Social Media: Blogs
 A webpage where an author posts entries and
readers can comment
 Personal blogs - Written by one person
 Company blogs - Used for marketing and branding
purposes
 Topic blogs - Focus on a specific topic area
 Video blogs and mobile device blog

8-24
Social Media: Wikis and Microblogs
 Wiki: A website that allows many users to create,
edit, and update content and share knowledge
 Microblog: Software tools like Twitter
 Enable communications in short bursts of text, links,
and multimedia through:
 Stand-alone applications, online communities or social networks
 Shared media: Audio or video such as YouTube that
can be accessed and shared with others

8-25
Table 8.7 - Factors to Consider in Deciding to
Use Social Media for Training and Learning

8-26
Blended Learning
 Combines online learning, face-to-face instruction,
and other methods for distributing learning content
and instruction
 Provides increased learner control
 Allows for self-directedness
 Requires learners to take more responsibility for their
learning
 More face-to-face social interaction
 Ensures a dedicated learning environment

8-27
Table 8.8 – Types of Simulations

8-28
Simulations and Games
 Avatars: Computer depictions of humans that are
used as:
 Imaginary coaches
 Coworkers
 Customers in simulations

8-29
Simulations and Games
Advantages Disadvantages
• Eliminate need to travel to a • High development costs
central training location • Trainees may not be
• Get trainees involved in comfortable in learning
learning, and are emotionally situations that lack human
engaging contact
• Provide a consistent message of
what needs to be learned
• Put employees in situations
that would be dangerous in the
real world
• Result in positive outcomes as
shorter training times and
increased ROI

8-30
Virtual Reality
 A computer-based technology that provides trainees
with a three-dimensional learning experience

 Advantages:
 Allows trainees to practice dangerous tasks without
putting themselves or others in danger
 More memory available for learning
 Disadvantages:
 Poor equipment that results in a reduced sense of
presence
 Poor presence may result in the trainee experiencing
simulator sickness
8-31
Virtual Worlds
 Computer-based, simulated online three-dimensional
representations of the real world where learning
programs or experiences can be hosted
 Advantages
 Imitates an actual workplace without any harm
 Provides a place to meet with trainers, managers, or
other employees who can serve as teachers
 Disadvantages
 Lack of ease of use for first-time users
 Potential risk of a difficult keyboard and mouse
interface
 High investment of time and money
 Lack of evidence supporting effectiveness

8-32
Mobile Technology
 Consists of:
 Wireless transmission systems - Wi-Fi and Bluetooth
 Mobile devices - PDAs, smartphones
 Software applications related to processing audio files,
word processing, spreadsheets, Internet, e-mail, and
instant messaging

8-33
Mobile Learning
 Training delivered using a mobile device such as a
smartphone, netbook, notebook computer, or iPad
 Involves:
 Formal learning - Include e-learning courses, podcasts,
or videos on the mobile device
 Informal learning - Engaging in communication and
messaging via Twitter, blogs, or Facebook
 Apps: Applications designed specifically for
smartphones and tablet computers

8-34
Intelligent Tutoring Systems (ITS )
 Instructional systems that use artificial intelligence
 Three types of ITS environments:
 Tutoring - Increases trainee understanding of a content
domain
 Coaching - Provides trainees with flexibility to practice
skills in artificial environments
 Empowering - Refers to the student’s ability to explore
the content of the training program freely

8-35
Intelligent Tutoring Systems (ITS )
 Different from other technologies:
 Has the ability to match instruction to individual student
needs
 Can communicate and respond to the student
 Can model the trainee’s learning process
 Can decide, on basis of a trainee’s previous
performance, what information to provide
 Can make decisions about trainee’s level of
understanding
 Can complete a self-assessment resulting in a
modification of its teaching process

8-36
Figure 8.4 - Components of Intelligent
Tutoring Systems

8-37
Distance Learning
 Involves two types of technology:
 Teleconferencing: Synchronous exchange of audio,
video, and/or text between two or more individuals or
groups at two or more locations
 Virtual classroom: Using a computer and the Internet to
distribute instructor-led training to geographically dispersed
employees
 Distance Learning: Used by geographically dispersed
companies to provide information about new products,
policies, or procedures, as well as deliver skills training
and expert lectures to field location

8-38
Distance Learning
 Interactive distance learning (IDL): Uses satellite
technology to broadcast programs to different locations
and allows trainees to respond to questions posed
during the training program using a keypad
 Webcasting: Involves instruction that is provided online through
live broadcasts

8-39
Distance Learning
 Advantages
 Company saves on travel costs
 Allows employees in geographically dispersed sites to
receive training from experts who would not otherwise
be available to visit each location
 Disadvantages
 Lack of interaction between the trainer and the
audience
 Technology failures
 Unprepared trainers

8-40
Table 8.9 - Conditions When Training
Support Technologies are Most Needed

8-41
Technologies for Training Support
 Expert systems: Technology (usually software) that
organizes and applies the knowledge of human
experts to specific problems
 Three elements:
 Knowledge base
 Decision-making capability
 User interface

8-42
Technologies for Training Support
 Electronic Performance Support Systems
(EPSSs):
 An electronic infrastructure that captures, stores, and
distributes individual and corporate knowledge assets
throughout an organization
 To enable individuals to achieve required levels of performance
in the fastest possible time and with a minimum of support from
other people

8-43
Technologies for Training Support
 The typical EPSS includes:
 An assistant to automate tasks and lighten the
workload
 A librarian to provide task-specific information
 A teacher to guide the user through the process step by
step
 An advisor to provide expert advice

8-44
Learning Management Systems: Systems
for Training Delivery, Support, and
Administration
 A technology platform that can be used to automate
the administration, development, and delivery of all
of a company’s training programs

8-45
Table 8.10 - Features of LMSs

8-46
Why Develop an LMS?
 Important for human capital management
 Human capital management: Integrates training with
all aspects of the human resource function to
determine how:
 Training dollars are spent
 Training expenses translate into business dollars for the
company

8-47
Why Develop an LMS?
 Major reasons companies adopt an LMS:
 Centralize management of learning activities
 Track regulatory compliance
 Measure training usage
 Measure employee performance

8-48
Developing an LMS
 Senior management needs to be convinced that an
LMS will:
 Benefit employees
 Improve business functions
 Contribute to overall business strategies and goals
 The company must have an e-learning culture
 The online learning environment needs to be under
the control of the learner

8-49
Table
8.11
Comparison
of
Technology-
Based
Training
Methods

8-50
Choosing New Technology Training
Methods
 Advantages of these methods:
 Cost savings due to training being accessible to
employees at their home or office
 Reduced number of trainers needed
 Reduced costs associated with employees traveling to
a central training location (e.g., airfare, food, and
lodging)

8-51
Choosing New Technology Training
Methods
 Should be considered when:
 Sufficient budget and resources are provided
 Trainees are geographically dispersed
 Trainees are comfortable using technology
 It is a part of the company’s business strategy and suits
its culture

8-52
Choosing New Technology Training
Methods
 Employees have limited or no time for training
 Current training methods allow limited time for practice,
feedback, and assessment
 Its use fits into the organizational culture or business
strategy

8-53

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