Running Head: TRAINING STRATEGIES and e-LEARNING

 

 

 

 

 

 

 

 

 

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Training Strategies and e-Learning

 

Anthony P. Niemann

 

University of Louisville

 

ELFH 675-50
Training Strategies and e-Learning

            There are many new traning strategies involving e-Learning in education today. Perhaps the term e-Learning should be placed in historical context before we examine strategies. During the 1960s and 1970s this researcher worked in the computer field maintaining analog computers for the U.S. Air Force.  Since the early 1970s computer technology has changed the face of education. Technicians who worked in the field repairing computers for companies such as General Electric, Honeywell, Burroughs, Sperry-Rand (Univac), Raytheon, IBM, and DEC (Digital Electronics Corporation) were used to making frequent trips to areas of the northeast to attend electronic schools run by computer industry companies. For every software engineer working in the field in those days there were ten hardware engineers. Hardware repairs had to be performed at the component level, not the printed circuit board level. In the 1980s the situation changed rapidly as personal computers replaced mainframe computers in businesses throughout the country. The center of the computer industry moved from the northeast to the west coast. Mnemonics such as CBT (Computer Based Training), already becoming a well-known term in the computer industry in the 1980s, soon became recognized by human resource departments throughout the country.

            The evolution of e-Learning strategies since the 1980s has been dramatic. There are strategic reasons for employing e-Learning in training efforts. We are told that web-based training is strategic when it is used to support long-range goals (Driscoll, 2002). Reasons would include the following: developing a global workforce; responding to shorter product development cycles; managing flat organizations; adjusting to needs of employees; enabling a contingent workforce; retaining valued workers; and increasing productivity and profitability (Driscoll, 2002). International Data Corporation (IDC), an organization that tracks industry trends, reports that from October of 2005 until 2008 the e-Learning market should more than double (Tucker, 2005). They project a 13.5 billion dollar market in the U.S. and a global market of 21 billion, a conservative estimate by some accounts. Tucker feels that if e-Learning is implemented correctly, it will be widely used by employers and employees. Availability will entice the employee, while affordability will interest the employer. An important decision most employers should make is whether they should outsource their training or conduct it internally. This may involve the use of a Learning Management System (LMS).

            A LMS gives the employer a method to track employee training. This can be quite expensive, ranging from $20K to 900K in 2002 dollars (Driscoll, 2002). Often, an LMS system will be integrated into the company’s human resource application, such as PeopleSoft or Systems Applications and Products in Data Processing (SAP) software (Driscoll, 2002). Concerns about systems integration and costs foretell a battle in the marketplace between the large integrators that Driscoll mentions and the smaller ones such as TEDS, Click2Learn, Plateau Systems, and Saba (Schettler, 2005). Companies that use large systems integrators such as SAP and PeopleSoft may value the ability to share content across their environment, while smaller companies may appreciate lower costs and the ability to revise content that continually changes. It is interesting to note that Microsoft has chosen Click2Learn’s Aspen system. This system focuses on enterprise applications that utilize the Microsoft platform, a choice that those who favor service-oriented architectures may not make. Reusable content with low costs are goals of service-oriented architectures, and the focus of a recent dissertation by Gilliean Lee (Lee, 2005).

There are some who feel that the decision to implement an LMS is overly driven by technology (Dealtry, 2005). Perhaps the path to become an e-Learning organization should first be prepared by developing learning organization culture and infrastructure. This involves using a “holistic stakeholder approach that connects with all the management, resourcing, and underlying organisational activities which are essential for the creation of a well managed, cohesive and sustainable strategic learning intervention” (Dealtry, 2005, p. 467). With the growth of e-Learning associated we see inquiry to discover what makes it work well. One very recent study found that students who had high proactive personalities in addition to high learning goals had a much greater appreciation of the quality of learning that occurred. They also experienced greater satisfaction with the learning experience (Kickul, G. & Kickul, J., 2006). The study emphasized the importance of understanding a student’s personality and learning goals. Yet another research project tracked instructors and students activities, recording them for analysis. Later, the data was extracted to discover how and when learning took place, thereby linking learning to instructor and student activities (Luczaj, 2003). 

Decisions made in using e-Learning strategies also involve choices about how information is presented. Driscoll (2002) dedicates an entire chapter in discussing ways to implement and evaluate e-Learning. Implementation and evaluation are the final two stages of the well known ADDIE model. Choices include types of tools organizations choose to use. One research tool that a large organization may consider implementing during these stages is data mining. With the huge investment that is currently taking place in e-Learning for academics and business, this tool can be very useful. Data mining can be defined as the process of analyzing data to identify patterns. Data mining involving e-Learning, also known as web-mining, consists of three basic types: content, structure, and usage (Hanna, 2004). In defining the three concepts, Hanna differentiates between targeting and usage by saying that “Unlike targeting, personalization may be performed on the target Web page” (Hanna, p. 30). Content mining employs methods designed to improve on performance of “traditional search engines through such techniques as concept hierarchies and synonyms, user profiles, and analyzing the links between pages” (Hanna, p. 30). Hanna believes that e-Learning has yet to tap into the benefits of data mining techniques.

As in other forms of instructional design, the e-Learning audience should be considered. There is a difference between a LMS and a LCMS, or Learning Content Management System. The first (LMS) has to do with administration of the students, courses and integration with the core of the company activities, while the second (LCMS) has to do with content of those classes. Examples of LCMSs were presented by Bryan Chapman (2003) when he wrote about four companies that created products for presenting content specifically for Palm devices and Pocket PCs. Matching the tool to the audience the content targets is critical.

Another tool that that many e-Learning designers have turned to is simulation software. Many younger students grew up with video games created for the computer and the web. According to Clark Aldrich, co-founder of SimuLearn, simulations designed for e-Learning tends to be “good for reluctant learners and places with high turnover” (as cited in Weinstein, 2006, p. 34) and “really bad for high potential, or highly creative people” (as cited in Weinstein, p. 35). Simulation software can be very expensive, so you might look for an off-the-shelf product that can be modified to fit the target audience.  Many experts feel that the cost of simulation software is reasonable if you ensure the software is scalable and reusable. Pricing for simulation software can vary widely, but here are some costs offered in Weinstein’s article:

·        Out of the box – per user                                                     $100-$200

·        Custom job                                                                           $200,000-$300,000

·        Interactive spreadsheet model -per user/daily                  $500

·        Virtual labs                                                                            $100,000-$300,000

·        Electronic version of games –per user

     (Trivial Pursuit)                                                                      $25-$30

            Tony Burns (2005) writes about the effectiveness of including games and humor in corporate training programs targeting quality improvement. Among the benefits are costs and time, but to be effective e-Learning must be user friendly and have “fun motivational content” (Burns, p. 50). If both conditions are satisfied the training will work.

            Research targeting strategies for use with e-Learning audiences has been enlightening. Students’ perceptions about e-Learning were examined in an undergraduate accounting class (Flynn, Concannon, & Bheachain, 2005). Their research may have significance for targeted audiences in university settings that use a blended approach where traditional classes are combined with current e-Learning strategies. This study found that e-Learning required considerable more resources than traditional face-to-face classes. Access of peer to tutor interaction, help, and support were big factors in success of e-Learning portions of the class. Additional research (Bambara, Lambert, Andrews, & Harbour, 2006) has indicated that a suitable framework for student – instructor interactions in e-Learning courses has not been suitably established. Suitable frameworks require a significant effort on the part of instructors to assist students taking courses.

In university settings at locations in Hong Kong where e-Learning has become a priority, a consequence of the government’s push to establish a knowledge-based economy, there have been significant problems noted. Among the problems are high student drop-out rates and low student satisfaction with the learning process (Leung & Li, 2006). In other studies of virtual synchronous classrooms (VSC) a gap was found in current instructional design theory and the use of e-Learning technology, and this gap greatly affected learners who are outside the university setting.  VSC is not available to many non-university students (Thompson, 2003).

Corporate education using a blended, instructor-led approach coupled with e-Learning techniques has grown exponentially in the past several years. Minaya (2005) completed an impressive study of the blended approach and reported seven findings in his research. Of the following seven findings, note that four involve the instructor:

·        Blended learning is here to stay

·        Efforts are being made to increase scale and reduce costs

·        Instructors are fearful as to what will happen to their jobs

·        There is little training to help instructors transition to blended learning

·        Instructors who do not make the transition will lose their jobs

·        Corporate universities that do not make the transition to blended universities will cease to exist as a result of costs and value factors

·        Corporate leadership wants proof for the effectiveness of instructors and the training that they provide

Training strategies involving e-Learning would not be complete without discussing guidelines for the best ways to use text, graphics, and audio on a web page. For guidance in this area we take a brief glance at six principles highlighted in a book by Ruth Clark and Richard Mayer (2003):

1.      Use words and graphics rather than words alone. The authors cite cognitive theory and research evidence to corroborate this principle.

2.      Place corresponding words and graphics near each other. The authors tell us that people learn better because they can easily make sense of the association, instead of using cognitive resources (mental association) to link two items that are physically separated from each other. Research sources are cited as evidence for conclusions.

3.      Present words as audio narration rather than onscreen text. If you employ principle “1” above, then the authors feel that spoken words are preferable to written words. Cognitive overload is cited as the reasoning for this principle, i.e., the reader would have to look at the words AND look at the figures.

4.      Presenting words in both text and audio narration can hurt learning. Reasoning includes the fact that this may overload the visual channel. The authors cite empirical evidence for stating this principle.

5.      Adding interesting material can hurt learning. “Material” includes sounds, graphics, and words. The theory behind this principle relates mainly to the possibility that the learner may become distracted.

6.      Use conversational style and virtual coaches. The authors, once again, base their conclusions on cognitive theory and empirical evidence.

In the six principles highlighted above, the authors tell us that their recommendations may not apply in all cases. For example, if the personalization principle highlighted in item “6” above was used excessively, then distraction could occur. The authors present psychological reasons for the six principles, as well as explain them in much greater detail than has been presented here.

As you can see, e-Learning is changing the way we present information to students. Many principles of instructional design remain the same, but what has changed is we now must take a new look at the instructor, learner, and environment. We can’t simple take a face-to-face course and put it online for the learner. We must not only ensure that we have the technical capability of putting the course online, but we must also ensure that the learner has the prerequisite knowledge and capability to comprehend the knowledge we are presenting via the internet. This includes availability of hardware and software necessary to distribute content. We must, as instructors, have capabilities of presenting the material in ways that can best be learned by audiences.

We started this paper by taking a look back into history and examined how e-Learning has changed the face of education. Perhaps it might be interesting to now look forward and consider the effects of continued advancements in e-Learning. How will effective e-Learning strategies change the face of education in the future? If technology and network infrastructure capabilities continue to advance, education may change more in the next twenty years than it has in the past forty years. Teacher education may include mandatory technology certifications. Many “bricks and mortar” institutions at the primary, secondary, and college levels may become “online” institutions. One-room schools may completely vanish. Parents who fear for the safety of their children in violent prone primary, secondary, and inner city schools may choose to educate their children with content available for a reasonable fee on the Internet. The one thing we can all be sure of is that e-Learning strategies will continue to change education.


References

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