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Updating Training with Trending and Proven Technology

Author's Background

I am an IT Administrative Assistant at a national financial firm, currently completing a Masters of Science in Instructional Design and Technology at Fontbonne University.

 

After working closely with the Learning and Development department at my firm, I came to realize my passion for creating and facilitiating adult learning to enhance the careers of our associates.

I value communication, integrity, and education, and bring all of these aspects into my classroom and onlinen facilitied instructions.

Overview

 

 

 

Research

I conducted research on current learning technologies and trending professional development approaches.

Per the research I found (listed in the bibliography and cited below) the following changes have been made:

 Traditional PowerPoints

Traditional PowerPoints are converted and upgraded into dynamic, interactive elearning modules using currently trending software such as Captivate and Articulate Storyline. 

First, the content is restructured to engage learners through storytelling.  This involves a setting, characters, conflict and resolution.

According to Diane Senffner, CEO of Cine Learning Productions, simply transferring a PowerPoint presentation into an e-learning module does not qualify it as effective or engaging.  “Its not instructionally sound; its simply words, some large, some small, and often irrelevant photos or bad clip art.”  To really transform this traditional instructional media, the ID can use storytelling so adult learners relate the content to themselves and become more invested in the material.

Next, the content is presented using an authoring software, such as Captivate or Articulate Storyline, to further engage the learner.  As PowerPoints are most often linear and non-interactive, trending authoring software offers aesthetically pleasing graphics, sounds, animation, and an interactive experience  This will further attract the learner to the training module.

 

Text Based Manuals

Text-Based Manuals will be exported to e-learning modules using the authoring software described above, and then enhanced with gamification.

While full-blown digital games can be expensive and time consuming to create, gamification elements can easily be incorporated into a learning module to engage the learners.  Elements such as Challenge, Feedback, and Rewards appeal learners on a level that traditional instructional approaches do not, as these elements incorporate competition and recognition which motivate an individual both intrinsically and extrinsically.

Not only is gamification beneficial in engaging a learner, it is also a sound tool to develop highly honed skills by providing a simulated or surrogate experience for an actual scenario.  Learners can test out solutions, analyze outcomes, and learn to make the best choices by being able to fail a few times. “Freedom to fail…encourages learners to explore content, take changes with decision making, and be exposed to realistic consequences for making a wrong or poor decision.” (Kapp, 2012)

Lengthy, Outdated Videos

Lengthy, outdated videos will be replaced with podcasts and vodcasts for learners to enjoy.  Videos such as Ted Talks, and podcasts from NPR and other reputable sources will serve as visual and auditory simulation for a more engaging learning environment. In a technology driven work environment, such as Sneed Inc., the use of podcasting and vodcasting appeals to the digital generation of oncoming millennials as it allows for use of a more engaging media than old videos or text manuals. 

An additional benefit is that content can be individualized on podcasting and vodcasting, allowing for the instruction to cater to those who may have different learning styles.  “It is nearly impossible to meet the needs of each and every student…with pod/vodcasting, modules can tailor specific content areas that may be unclear to a student, thus allows everyone to acquire the most out of the information.” (Schnackenberg, Vega, & Relations, 2016)

Furthermore, the success of podcasting and vodcasting has been proven in several case studies. For example, in a study performed by Athens Technical College Professor R.J. Hollandsworth, it was found that “the ‘podcast’ class [compared to a traditional class] showed an increase in preparation and participation by 8.6 percent” over a class that interacted with traditional learning medium (Hollandsworth, 2007).

Here is a Project Plan for this upgrade:

 

Evaluation

 

Results will be measured through a Quarterly Engagement Score (QES) calculated by data collected from the LMS.  A successful QES will be a completion rate of 95% (95% of associates passed the training by the due date).

 

In addition, a survey will be required at the end of each elearning training module to assess satisfaction.  The QUES for satisfaction a satisfaction score of 85% (85% of the associates rated the training 8 or above, out of 10 and would recommend to another associate).

Here is an example of the QES report created through the LMS:

Bibliography
 

 Senffner, D. (2013, April 16). Boring to Brilliant: 5 Tips to Convert Your E-Learning to a Story-based Approach. Association for Talent Development. Retrieved July 8, 2016, from https://www.td.org/Publications/Blogs/L-and-D-Blog/2013/04/Boring-to-Brilliant-5-Tips-to-Convert-Your-E-Learning-to-a-Story-Based-Approach.

 Reiners, T., & Wood, L. (2014). Gamification in education and business. Retrieved from https://books.google.com/books?id=m_eSBQAAQBAJ&dq=gamification+elements&source=gbs_navlinks_s

 Lee, J., & Hammer, H. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2)

Kapp, K. M. (2012, June 8). Games, Gamification, and the quest for Learner engagement. Retrieved July 8, 2016, from https://www.td.org/Publications/Magazines/TD/TD-Archive/2012/06/Games-Gamification-and-the-Quest-for-Learner-Engagement

 Hollandsworth, R.J. (2007, July/August). Managing the podcast lecture: A hybrid approach for inline lectures in the business classroom. Tech Trends, 51(4), 39-44. Retrieved from ProQuest Research Library database.

Schnackenberg, H., Vega, E., & Relation, D. (n.d.). Podcasting and Vodcasting: Legal Issues and Ethical Dilemmas. Law, Ethics and Intellectual Property, 3(1), 2009th ser. Retrieved July 12, 2016, from http://www.scientificjournals.org/journals2009/articles/1461.pdf

 

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