Up until this most recent recession, business had the luxury of time, money, and resources when developing and training employees. From this point forward, time will be short, money will be tight, and resources will be limited. The only thing that will change will be the need and demand for faster, better training.
“Trainers used to have six months to create a learning program,” says Bob Lee. “Now we have 6 weeks.” Lee, Product Marketer for GoToTraining at Citrix Online, has worked on both sides of the training fence – both as a Director of Training as well as in his role today working for a training and learning vendor. Many of the people with whom Lee worked and trained are gone, not unlike thousands of employers across the country. “That has only increased the need for training. But with every business so lean, few organizations have the time, resources, and people to experiment and adopt new technologies. The stakes are higher and time is limited.”
Like most of the other experts I recently interviewed, Lee talked about changes in terms of social learning, informal learning, mobile learning, and virtual learning. Training was done until recently for the entire company or department on a physical campus. But now, locations are decentralized. Many organizations don’t even exist in a brick-and-mortar world. Employers are dispersed - working from home, remote locations or across time zones if not large bodies of water. The cost and logistics to bring all employees together at one time in one location is expensive and daunting. Lee sees training moving from a single campus toward “individual islands of learning.”
The challenge for organizations will be to connect these islands. Social networks, the same online communities like Facebook, Twitter, Salesforce Chatter that many employers seek to block, may be the panacea for capturing and sharing knowledge across the organization. “The vast majority of learning comes from informal conversation when needed,” Lee reports. Social networking and instant messaging technologies offer a solution that requires little training and minimal expense. And with the plethora and universality of mobile devices that employees and customers carry, learning can be delivered anytime, anywhere effectively and inexpensively.
Lee sees the near-term solution as a “new blend - a witches’ brew of new training stuff.” Training will be all about both content and interaction. Traditionally employees sat through classes lasting about 8 hours. E-learning took the training out of a classroom and put it online. But many e-learning initiatives failed in the past because the emphasis was on content not learning.
The “new blend” will focus on access. It might begin with a virtual class. The purpose of the class however won’t be a data transfusion from a trainer to an employee but a catalyst for conversation. And the conversation won’t end with the discussion in class but continue afterwards through instant messaging, VOIP phone conversation, wikis, and social networking communities. The metric for effective training won’t be on how many employees participated in the training but how long the conversation continued and what knowledge was captured.
Logistics isn’t the only challenge that will disrupt the traditional training and learning systems. Virtual classrooms are not only less disruptive to the work flow, but people learn better and faster when you can “chunk” it down into training sessions that last for 2 hours or less, says Caroline Avey. Avey is the Director of Innovative Learning Solutions at ACS Learning Services. Avey’s current focus is developing strategies and practical applications of learning in 3-D virtual worlds. “It’s difficult to recall all the information heard in 8 hours, no less apply it.” At the same time, it’s too costly using traditional learning methods to bring trainers and employees together for four 2-hour sessions of face-to-face training.
The 3-D virtual world immerses an employee in the learning experience. For example, let’s say a company like Xerox was training new technicians how to diagnose and troubleshoot problems in their copiers. The technician in training could be given a tour of the inner workings of a copier right down to the circuit board. The trainer could then present the trainee with a series of problems to solve. Traditionally, this technician might have watched a video and then selected the correct answer from a multiple choice question. Now the technician is forced to interact with the virtual machine and deal with Murphy’s Law – what can go wrong will go wrong. In addition to “hands-on” technical skill training, it forces people to learn how to manage their time, how to reprioritize, and how to interact with the customers. The technicians can’t hide behind a mouse and keyboard but is forced to interact in real time. Based on gaming technologies, the software can then respond dynamically to your actions, give you feedback, and offer recommendations.
The biggest potential benefit of using virtual worlds for training will be the move from using formal courseware for performance readiness to what Avey calls “performance proficiency” – what do I need to know right now to solve this problem?