Saturday, June 23, 2012

Developing a Training and Organizational Development Manager

Untitled Document

A development plan requires that you first know the individual, the requirements of the position and the gap between the requirements and the individuals knowledge, skills, and abilities (Noe, 2010).  Once this evaluation is completed, a plan can be utilized by the individual to close the gap.


Using my current role, Sr. Training and Development Manager, there are specific industry requirements.  ONET Online, a Department of Labor’s database of occupations provides detailed knowledge, skills, abilities (SKA) and other attributes for Training and Development Manager. Using this site, I have identified several gaps between my SKA’s and that of industry requirements, but will focus on three:  Coaching others; communicating with people outside of the organization; and updating and using relevant information (ONETonline.org, 2012).  These were chosen because they are activities that require practice and in some case some formal instruction. The plan has been laid out in a table format for easy reference (See Table 1).

Table 1

Developmental Opportunity
Activity
Timeline

Coaching and Developing Others

 

  • Attend coaching instruction from accredited program
  • Manage coaching and development activities for assigned department or group of individuals.
  • Evaluate employee for readiness to participate
    Identify up to 2 areas of focus of coaching and development that employee can agree with
  • Work with employee to create a plan for improvement with clear milestones
  • Work with employee and conduct weekly/bi-weekly check-ins to determine and document employee’s progress
    Prepare monthly reports on employee’s progress and submit to HR Manager
  • 1st Quarter 2013
  • 2nd – 4th Quarter 2013

Communicating with Persons outside of organization

  • Actively participate in benchmarking process for Continuous Improvement
  • Interview up to 5 similar organizations and identify their methods and programs used for continuous improvement
  • Document findings and report out to continuous improvement team
  • 4th Quarter 2012 – 1st Quarter 2013

 

Updating and Using Relevant Knowledge

  • Identify and recommend at least two ways the organization can leverage learning technology to reduce the number of instructor-led classes while ensuring all required content is delivered
  • Using the ways recommended, identify which instructor led classes would best fit this new training delivery format
  • Develop a plan that includes resources required and timing for transferring the Instructor led training to the new technology platform
  • 2nd Quarter 2013 – 4th quarter 2013

References:
11-3131.00 - Training and Development Managers (2012). ONET Online. Retrieved from http://www.onetonline.org/link/summary/11-3131.00#Skills


Noe, R. A. (2010). Employee training and development (5th ed.). New York, NY: McGraw Hill.

Friday, June 15, 2012

Technology in Training

Using technology in training has improved educational institutions, companies and individuals’ ability to train the masses--whether it is the use of eLearning, teleconferencing, video games or mobile devices. The technology is becoming endless and people are hooked on technology more than ever with the availability of pc tablets, phones, MP3 players, and net books more people have these devices readily available and are constantly accessing and sharing information. As learning professionals and organizations with busy workers, technology can provide a means to deliver formal learning and encourage informal learning. Below are just a few technologies that can be applied in training.

Interactive video can range from delivering synchronous presentations using video teleconference equipment to short video clips on the internet that provide an overview and ask the viewer to practice what as taught. Using interactive video in the form of a game that can be utilized to instruct adults and children allows them a sense of accomplishment and instant gratification as they are able to conquer different levels in the game. The Rossiter and Co. Blog, sums it up nicely, interactive video games Edu-trains! Joy Tunes is an example of how this technology is being applied using an i-Pad app that instructs learners how to play an instrument.

Similar to the interactive video, computer-based simulations in the form of games or where the user can practice increases self-efficacy in declarative knowledge by 11%, procedural knowledge by 14% and retention by 9% according to a study conducted at the University of Denver (Stitzmann, 2011). Of course the study found that simulations were more effective if they were part of complement of other instructional methods (2011).

Webcast provides a live or recorded training or meeting that is transmitted over an internet connection (Bell, 2002). Webcasts provide the flexibility of synchronous or asynchronous training to thousands of learners with a single training presentation. It also allows for interactivity through chat, sharing video, documents, opening phone lines for conversation, whiteboards, or even breakout groups. The possibilities are endless with the right software and equipment, like a video camera that are found on most laptops and a VoIP headset.

Mobile learning has increased in popularity with internet access via mobile devices like phones, wireless access cards and computer tablets. In a 2006 survey of the eLearning Guild, the most important advantage of mobile learning was to accommodate the learner’s needs and increase their access (Wagner,2007). In the same survey, the importance of ensuring mobile learning is the appropriate manner of delivery based on content and not just ‘jumping on the bandwagon’ so that you can say you are using mobile learning (2007).

Podcasting, a form of mobile learning provides the opportunity for students to listen “on the go” to new information or information reviewed in the classroom. In a study conducted in Portugal, children and young adults were asked to use podcasts in learning and publish their own podcasts (Moura, Cruz, Carvalho, 2006). Overall the respondents shared when producing podcasts that it was easy to do; allowed them to analyze carefully different documents; learn to select relevant information, synthesize main ideas, organize ideas logically and produce texts (2006). With the ease of publishing and the positive response of learners to using them, the impact of podcasting in learning will continue to increase as learners need more flexibility in how and when they learn.

With the continued advances in mobile devices, recording equipment, rapid elearning software and increased internet access, the use of technology in learning has swiftly become the ‘norm’. Learning professionals should continue to learn more about all of the technology that can be used to improve the learners retention and experience.

References:

Bell, S. J. (2002). Discovering Cyber-Lectures. Library Journal, 127(7), 16.

Moura, A, Cruz, S., Carvalho, A. (2006). Pedagogical Potentialities of Podcasts in Learning: reactions from K-12 to university students in Portugal. Retrieved from http://iesfafe.academia.edu/AdelinaMoura/Papers/581481/Pedagogical_Potentialities_of_Podcasts_in_Learning_reactions_from_K-12_to_university_students_in_Portugal

Rossiter, K. (2011). Understanding the value of interactive video training. Rossiter & Co. Retrieved from http://www.rossiterandco.com/blog/news/understanding-the-value-of-interactive-video-training

SITZMANN, T. (2011). A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES. Personnel Psychology, 64(2), 489-528. doi:10.1111/j.1744-6570.2011.01190.x

Wagner, E. (2007). Mobile matters: Why learning professional need to care. Educause. Retrieved from http://www.educause.edu/library/resources/mobile-matters-why-learning-professionals-need-care

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