6. The Environment
• Consumerisation of IT
• Knowledge and information
explosion
• Generation X/Y/Z [digital
immigrants/ digital natives]
• Social Learning 70/20/10
• Economy
7.
8. The Implications
• Information/ knowledge available NOW
[provenance]
• Higher expectations of technology [it works!]
• Pervasive connectivity & mobile devices
• Expect to use technology
• Training is a [small] part of an individuals
development
• Value for money / ROE questioned
9. Synchronous
● Group of 2 or more
● Interaction between people
● Simultaneous communication
● Requires planning, agreement and
'space'
Asynchronous
● Individual
● Interaction with pre-designed media
e.g quizzes
● Communication across space and time
● Fits to own schedule
Learning activities
Teaching/ training Learning/ development
10. Quick exercise
Draw up a list [2 columns] of the
synchronous/ asynchronous training &
learning activities that take place in your
organisation now.
11. Quick exercise –
a different lens
In your lists highlight the formal training &
learning activities that take place in your
organisation now.
Formal = organised/ instructor lead
14. 70/20/10
70% - from real life and on-the-job
experiences, tasks and
problem solving.
20% - from feedback and from observing and
working with role models
10% - from formal training
* 70/20/10 learning concept was developed by Morgan McCall,
Robert W. Eichinger, and Michael M. Lombardo at the Center for
Creative Leadership
15. Pressures to develop asynchronous
& informal methods of both training
and learning
• Natural & less formal
• Time
• Money
• Quality of results
• Using face to face time more productively
16. The balance shifting toward
informal asynchronous
• Use forums/ chat etc. to retain cohort interaction.
• Interactive activities [some may be synchronous! – chat
web conferencing etc], wikis, glossaries.
• Develop coaching & mentoring skills
• Greater use of ‘mobile’ learning devices – smartphones/
tablets etc
• Generation Y/Z/ igeneration [digital natives] – suits their
style
• Instructional design becomes a crucial skill
19. Learning technologies –
training [synchronous]
• E learning – content
• Simulation Models
• Greater use of video
• Simulation Virtual reality [virtual patients]
• A 3D classroom
• QR codes – scan for training notes
20. Social Learning Frameworks
“If IBM knew what IBM
knows – we would be
unstoppable!”
Intellectual Capital
Knowledge transfer
21. Social learning
• Compliment and enhance ‘formal’ programmes
• On the job learning 70% + 20%
• Just in time solutions [find it!]
• Capturing knowledge and transferring it
• Simple changes [programmes moved from
LMS to a social platform >40% usage]
• Sharing of ideas/ cost savers/ service
improvers e.g Mini achieved £11m savings by
asking each employee for 3 cost saving ideas
per year [compulsory and followed up] .