Tata Interactive Systems - Mapping ID To Performance Needs
Tata Interactive Systems - Mapping ID To Performance Needs
Tata Interactive Systems - Mapping ID To Performance Needs
Mapping ID to
Performance Needs
A white paper
on learning models
and approaches
for the connected,
networked learners
in a complex world.
Joanna Kori
LearningConsultant
Sarbani Mukherjee
Principal Learning Designer Accounts (North America)
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Table of Contents
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one step further. It looks beyond formal & informal and states the odds are
that individual development will come from 70% on-the-job experiences,
working on tasks and problems; about 20% from feedback; and 10% from
courses and reading. Reading, which may well involve taking one of the
many massive open online courses (MOOCs) for self-development
development that translates to performance. The concept of learning has
evolved into something much beyond an eLearning module or a training
program frozen in time. And L&D has moved from gatekeepers of learning
to facilitators and curators of the learning experience.
Empowerment is essential. The call is to give the power to the individuals
to choose, to learn, and to perform. Adaptive Learning Systems and
Personal Learning Environments are enabling that, with evidence-based
instructional approaches laying the foundation. The change can be seen
in the classrooms too, with the strategy for instruction now having been
flipped to meet the needs of the learner. The educators role has changed
from being the Sage on the Stage who knew it all to the Guide on the
Side who is also as much a learner as the rest.
How, in these times of flux and calls for efficiency, will you show business
that continuous learning is an important contributor to performance
improvement? How will you ensure that your learning experience design is
evolving to meet changing needs of business and the workers? Enter the
Learning Evaluation Frameworka framework that offers process flows,
tools, templates, and scorecards to implement learning effectiveness
evaluation for all four levels of Kirkpatrick and the 5th level of ROI proposed
by Jack Philips. A combination of appropriate ID approaches coupled
with an evaluation framework to measure the influence can majorly help
establish the value L&D provides to business.
In this paper, we explore some of these trends to see how they affect the
eLearning industry. We discuss emerging theories and popular trends,
case studies based on work weve done over the years, and how to resolve
the learning-performance conundrum.
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Need to
focus on and
support work
in Complex
and even
Chaotic
Situations
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Complex
Complicated
Emergent
Practice
Good
Practice
Novel
Practice
Best
Practice
Chaotic
Simple
Training &
Schooling
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Pervasive Learning
In his book, Flat Army: Creating a Connected and Engaged Organization,
Dan Pontefract defines pervasive learning as: Learning at the speed
of need through formal, informal, and social learning modalities. This
model merges learning with work and gives equal weight to all the three
components. Ubiquitous technology enhances the modalities of this model
by enabling anytime-anywhere access to information, to communities, and
to experts, thus making learning both locational and time agnostic.
This model highlights three components to support learning and
performance:
Formal learning. The onus of
delivering formal learning in
organizations typically rests
with the L&D department and
is equated with structured, topdown push learning through
courses, modules, online classes,
classroom trainings, compliance
trainings, and so on designed in
response to business needs and
skill gapsperceived or realexisting in employees. These are delivered
either as eLearning or instructor-led training (ILT).
Informal learning. This has its roots in research dating back to the late
1990s by educationalists like Bentley (1998) who called it learning beyond
the classroom, Marsick and Watkins (1990) and Dale and Bell (1999) who
described it as informal and incidental learning in the workplace, and
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Social learning is
characterized by
connected workers,
availability of
social networking
platforms, access
to expertise, ability
to access, create,
and share content
freely, facility to
network with globally
spread individuals,
technology and
mobile devices, and
the economy of
individuals.
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2. 70-20-10
The 70:20:10 model has its roots in the work of Morgan McCall and his
colleagues at the Center for Creative Leadership in North Carolina. The
team looked at high-performing managers over a period and observed
that they acquired knowledge and skills roughly in the following ratio:
- 70% from tough jobs
- 20% from people, particularly their supervisors
- 10% from formal courses and reading
Michael M. Lombardo and Robert W. Eichinger, McCalls colleagues,
published some of their findings in the book The Career Architect
Development Planner (1996). In the book they said: Development generally
begins with a realization of current or future need and the motivation to do
something about it. This might come from feedback, a mistake, watching
other peoples reactions, failing or not being up to a taskin other words,
from experience. The odds are that development will be about 70% from
on-the-job experiences, working on tasks and problems; about 20% from
feedback and working around good and bad examples of the need; and
10% from courses and reading.
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the possibilities are endless. Within each modality, we can have case
studies, advance organizers, cooperative learning, activation of prior
knowledge, hypothesis testing, formative assessments the list goes on.
In 2007, Will Thalheimer looked beyond research-based prescriptions
to evidence on the effectiveness of interventions. This interpretation
of Evidence-based Learning is about gathering and analyzing data to
find evidence of how well learning interventions are working. And then,
designing the following learning events based on this evidence. Unlike
traditional course design, Evidence-based Learning thus calls for a
feedback loopa continuous improvement process that gives designers
feedback and allows them to create an appropriate learning path. With
the focus shifting from learning to performance, we may need to consider
the tenets of Evidence-based Learning in course design. A well-designed
curriculum can have a feedback mechanism that works on getting this
evidence and recommending a learning path based on the feedback.
An adaptive learning
system (ALS) can
assign content based
on the learners
preferences and predefined needs.
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Business Driver
Developed by Alcatel Lucent and Tata Interactive Systems, My Personal
Learning Environment (PLE) is an exciting, integrated learning platform. It
was designed to address the following challenges faced by Alcatel Lucent:
o Frustrations with learning platforms that required more training than
enabling more learning.
o Problems with the intrinsically elitist nature of corporate training where
companies can only afford to offer development to the already welldeveloped.
o Frustrations about the enormous cost and ecological footprint of learning
with all its flying and time away from home.
o Problems with the one-size-fits-all nature of training and its inability to
go beyond mere complianceto allow learners to build new areas of
excellence and improve performance levels.
Core Philosophy
At its very core, My PLE is an ecosystem in which learners can explore
the world of formal, informal, and social learning. It has its roots in the
philosophy weve been discussing so farthat learning today doesnt
have to be restricted to one-off interventions, formal trainings or even the
network of a single organization. My PLE deals with the formal-informal
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learning conundrum making it possible for learners to access and get credit
for learning that could exist anywhereinside the organizations learning
management system (LMS) or outside of it (think Wikipedia, YouTube,
resources on other Clouds, and so on). As far as learning resources go,
the sky is indeed the limit! Learning is all-pervasive, although defined by
a structure in which the knowledge can be accounted for and recognized.
The instructional design is a marriage of the emerging trends which
(borrowing from Dan Pontefracts definition of Pervasive Learning) allows
Learning at the speed of need through formal, informal, and social
learning modalities. Its a gateway for todays learner to enter the
ecosystem, collaborate with peers from communities of practice, learn
through interactions, and follow their path of choice towards a desired
performance goal. It puts into practice the mantra work is learning and
learning is the work that Harold Jarche, one of the thought leaders of the
Internet Time Alliance Group, has been espousing.
And theres more.
My PLE provides a framework for the application of the 70:20:10 principles.
Interventions like on-the-job learning assignments, special projects, and
so on can be given and evaluated, providing a more structured way of
dealing with the 70% learning. The 20 and the 10 can be easily dealt with
through some of the design elements we discussed earlier.
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Flipped Learning
Flipped learning is a more recent technology-based educational concept.
It came from the US and was defined by Jon Bergman and Aaron Sams
around 2007essentially in response to the increasing number of
disengaged students in their classesstudents who hadnt known life
without the Internet, and didnt see technology as something separate from
their lives, or from learning. This concept has popularly come be known as
the flipped classroom.
The flipped classroom inverts traditional teaching methods so that the
core information is delivered online, before the class (at home) and the
homework moves into the classroom. So what weve got is a form of
blended learning which encompasses the use of technology to move direct
teaching and instruction from the group teaching space (the classroom)
into the self-paced, individual learning environment. This enables students
to grasp the content at their own time and pace, releasing classroom
time to concentrate on application of understanding through discussions,
debates and other activities that take care of the group dynamics available
in a face-to-face to format.
The educators role also changes from being the Sage on the Stage to the
Guide on the Side. From being a performer and the central repository of
information in the classroom, they become a mentor and guide.
As these models and trends take over the corporate world, organizations
are strategizing and debating ways and means of incorporating these
models into their training programs. Today, eLearningor technologyenabled learningis at a very interesting juncture where it has a much
larger role to play than it did a few years back. And, driving the dynamics of
the industry are these emerging models and trends which seek to respond
to the fast evolving social, economic, cultural, and technological change.
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Notice the word seductive because the clients focus is often captivated
by the learning tools, rather than a memorable learning experience.
The Flipped Learning Model (illustrated above by J Kori, 2013) is adapted
from the schools environment, ready to be applied to training and blended
learning solutions in organizations. It takes Bergman and Sams flipped
classroom concept and re-emphasizes its links to Kolbs Experiential
Learning Cycle, and includes a range of learning tools beyond online
video for self-paced learning. Before looking at a case study, lets briefly
take a closer look at the four stages of this model.
The first part of the model is information and concept exploration. Its
equivalent pedagogic level is Level 1/2 - where the learner receives and
reflects back core information that has been delivered to them. This stage
establishes self-paced learning, delivered online. The learner gathers
information and explores concepts through a variety of formats such as
YouTube, podcasts, content-rich websites, and nuggets of e-learning.
Online chats are included as well, because keeping an element of shared
communication throughout all four stages is important getting in the
possibility of peer-to-peer learning helps you in your job as an educator (or
learning designer), and is a great motivator within the self-paced learning
environment.
The second part of the model is Experiential engagement. Its equivalent
pedagogic level is Level 3/4 - where learners embed and apply core
knowledge. This can take place within a monitored live or virtual classroom,
and through assessed exploratory interactive activities such as scenario-
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Section V: Evaluation
We have now covered some of the buzzwords in learning design. But
how do we actually determine whether learning programs designed using
these models (or any other for that matter) are yielding the results they
were aiming for? And that brings us to the subject of learning effectiveness
evaluation, which still remains an ideal in most cases, and seldom translates
to real life implementation.
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preferred approach is to make the evaluation a part of the activities for the
training program itself instead of being designed as independent surveys.
There are practical and simple approaches like online polls, stories from
collaborative portals, leaderboard for games, and so on, which can be
used to derive effectiveness results. These are fairly easy to implement
with minimum infrastructure requirements what they need to succeed
is serious managerial intent to provide meaningful training that improves
performance. Here we will touch upon a few examples of learning
effectiveness evaluation and share a sample evaluation plan.
Level 1
Reaction
Level 2
Learning
Level 3
Behavior
Level 4
Results
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Level
Measure
4
3
2
1
Desired Result
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Before
Goal
Action Taken
Results
Requirement
Empower our organization to
achieve its strategic objectives (we
will need to know what these are)
Mechanism
Critical
Behaviors to get
Desired Results
Knowledge, Skills
& Attitudes that
promote Critical
Behaviors
Learning
environment that
promotes learning
(reaction)
Engaging instructional
methodology
Suitable support for learner to
complete learning smoothly
L1 Survey
Feedback stars on collaborative portal
for key elements of course
Net promoter score
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Seamless
Learning
Xperience
LEARN | APPLY | RETAIN | EVALUATE
Contextual
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Look out this year for the Neural Network Model (illustrated by J Kori,
2014, bottom left) which enables clients to plan MOOC-style learning
environments for subjects that involve strategic thinking and planning,
and which ask for evidence of those elusive aha moments. And look
for our Fishtank Model for Corporate MOOCs (below right), illustrated
and introduced by Preeti Jasnani at Londons January 2014 Learning
Technologies Exhibition.
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We find that clients are increasingly valuing the carefully crafted classroom
experience as much as the digital one. There is far less talk of e-learning
replacing the trainer, and much more consultation about how to integrate
the skills and knowledge held by the best of their classroom trainers into
active contributions within a blended, connectivist learning experience. For
example, as virtual trainers within webinar-based live events; as mentors,
commentators, peers, presenters and bloggers in learning and discussion
forums. The need is to enable the classroom trainers to become facilitators
in an increasingly merging online and offline environment.
The role of the learners is also undergoing a change. The learner is
becoming an active participant, expected to construct knowledge and
make sense of their learning as they progress through their individual
paths (guided or not), choosing what they want to learn and from whom
or where.
Mention of neuroscience can be dismissed by clients as neuroblagging or
worse, a result of pseudo-neuroscience statements and others shallow use
of it to make inaccurate or irrelevant correlations. However, what we have
noted is the recent inclusion of gaming as a factor for improved memory and
retention within a key study for a proper seminar on Cognition for Scientists
late last year. We have known since Reece and Walkers 2007 study that
gaming was amongst learners top ten preferred learning strategies; and
since 2001 that Marc Prenskys digital natives responded well to digital
game-based learning. We are used to clients asking us to design games,
simulations and immersive learning environments, but most recently we
have been receiving enquiries about creating learning environments which
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References:
http://www.jarche.com/2012/06/work-is-learning-and-learning-is-the-work/
http://infed.org/mobi/informal-learning-theory-practice-and-experience/
http://www.jaycross.com/wp/2012/02/informal-learning-in-a-nutshell/
http://en.wikipedia.org/wiki/Informal_learning
http://www.elearnspace.org/Articles/connectivism.htm
http://en.wikipedia.org/wiki/70/20/10_Model
http://www.tatainteractive.com/pdf/My_PLE_for_Alcatel-Lucent_by_TIS.
pdf
http://www.tatainteractive.com/pdf/White-Paper_Adaptive%20
Learning%20Systems.pdf
http://en.wikipedia.org/wiki/Evidence-based_education
http://www.willatworklearning.com/2007/07/evidence-.html
http://edgeperspectives.typepad.com/edge_perspectives/2009/08/
defining-the-big-shift.html
Useful links:
Tata Interactive Systems
http://www.tatainteractive.com/
The flipped classroom (for teachers)
http://www.flippedclassroom.com/
Student perceptions of the flipped classroom: Thesis by Graham Johnson,
University of British Columbia January 2013
https://circle.ubc.ca/bitstream/handle/2429/44070/ubc_2013_spring_
johnson_graham.pdf?sequence=1
The Economist June 29th 2013: Flipped classroom results
http://ww3.economist.com/news/briefing/21580136-new-technologypoised-disrupt-americas-schools-and-then-worlds-catching-last
Donald Clark Blog: Flipped classroom
http://donaldclarkplanb.blogspot.co.uk/2011/03/flip-classroom-everyteacher-should-do.html
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LEARNow
http://www.tatainteractive.com/learnow.html
TELUS: Telecom Company Embraces Social Computing, Streamlines
Formal Learning
http://toolkit.goodpractice.com/mdt/resources/development-cycle/
training-cycle-evaluation/robert-o-brinkerhoff-the-success-case-method
http://aetcnec.ucsf.edu/evaluation/Brinkerhoff.impactassess1.pdf
http://instructionaldesignfusions.wordpress.com/2012/05/08/alternativesto-kirkpatrick-kaufmans-5-levels-of-evaluation/
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