17. Definition of Insanity?
Doing the same thing over
and over again yet expecting
different results.
18. Challenge of
Effective
Corporate Education
Translating Knowledge into
Sustainable Business Results
Dr. Hossein Nivi
19. Effectiveness Must be Learned
Intelligence, Imagination, and
Knowledge are essential resources, but
only EFFECTIVENESS converts them into
results. By themselves, they only set
limits to what can be attained.
Peter Drucker
21. Knowledge to Sustainable
Business Results
Knowledge
Teaching
Learning
Actionable Item
Apply
Reward &
Recognition
Replication
Wasted Effort
Business
Results
22.
23. Failure Modes of Traditional Model
Teach to Learn:
• Failure Mode: Learner not taught the
information at the correct point in time.
• Effect: Learner has forgotten the information by
the time they need it.
• Cause: Learner does not know or is not able to
take the training at the optimal time.
24. Failure Modes of Traditional Model
Learn To Actionable Item:
• Failure Mode: Unable to translate learning to
real world application
• Effect: Wasted money, no progress, frustrated
learner
• Causes: Learner doesn’t have needed
experience, taught poorly, or lessons too
narrowly defined
25. THE PROBLEM
Knowledge to Sustainable
Knowledge
Business Results
Teaching
Learning
Actionable Item
Apply
Reward &
Recognition
Replication
Wasted
Effort Business
Results
26. Knowledge to Sustainable
Business Results
Knowledge Learning Actionable
Teaching
Item
Apply
New learning model
combines multiple Reward &
process steps … Recognition
Replication
…allowing for better system results
Sustainable
Business
Results
27. Knowledge to Sustainable
Business Results
Knowledge Learning Actionable
Teaching
Item
FLIGHT Apply
New learning model
SIMULATOR
combines multiple Reward &
process steps … Recognition
Replication
…allowing for better system results
Sustainable
Business
Results
28.
29. Accelerated Experience
Class
Learning
Team
Work
Action Learn / change
Simulator
Planning
Repeated Cycle
Debrief
30. Accelerated Experience
Class
Learning
Team
Work
Action Learn / change
Simulator
Planning
Repeated Cycle
Debrief
31. Accelerated Experience
Class
Learning
Team
Work
Action Learn / change
Simulator
Planning
Repeated Cycle
Debrief
33. Class
Learning Experiential Learning
Effectiveness
Team Work
Practice Learn / change Practice RESULTS
Field Field
Debrief
Action
Review
Time
34. Effectiveness
Class
Learning RESULTS
Traditional Learning
Time
Class
Learning Experiential Learning
Effectiveness
Team Work
Practice Learn / change Practice RESULTS
Field Field
Debrief
Action
Review
Time
35. “Knowledge is perishable… but practice turns
knowledge into experience.
Experience has a very long shelf life.”