How Organizations Can Make the Most of Online Learning
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About this ebook
In HOW ORGANIZATIONS CAN MAKE THE MOST OF ONLINE LEARNING, Dr. David Guralnick describes what organizations need to know about learning and technology in order to create a successful culture of growth and performance – today, tomorrow, and in the future.
Online learning has the potential to change an organization’s culture and performance – if the organization employs technology in the right ways. In HOW ORGANIZATIONS CAN MAKE THE MOST OF ONLINE LEARNING, Dr. David Guralnick describes what organizations need to know about learning and technology in order to create a successful culture of growth and performance – today, tomorrow, and in the future.
In this book, Dr. Guralnick describes the current world of online learning, lays out his vision of the future, and discusses how organizations can make the best use of technology to improve job performance, including how to best combine the work and skills of an organization’s internal team and outside consultants and vendors.
Too much online learning today focuses on memorizing information. HOW ORGANIZATIONS CAN MAKE THE MOST OF ONLINE LEARNING shifts this paradigm to focus on learning key skills that are meaningful to an employee and relevant to their work. Organizations will learn how to create and deliver online learning and performance experiences that can take their employees’ performance to the next level.
David Guralnick
Dr. David Guralnick is an internationally known keynote speaker, author, professor, and consultant. His work leverages learning theory, cognitive science, advanced technology and artificial intelligence, and creative, entertaining storytelling to create enjoyable learning experiences that help people learn to think critically, reflect, and make thoughtful decisions. Dr. Guralnick’s roles in the industry include President and CEO of New York-based Kaleidoscope Learning, an award-winning online learning company; President of the International E-Learning Association (IELA), a non-profit organization; founding chair of the International E-Learning Awards program; Adjunct Professor at Columbia University; founder and chair of The Learning Ideas Conference; and Editor-in-Chief of the International Journal on Advanced Corporate Learning (iJAC). His work has been featured in Wired magazine, in Training magazine, and on the television show The Balancing Act, and he has been the recipient of numerous e-learning design awards.
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How Organizations Can Make the Most of Online Learning - David Guralnick
CHAPTER 1
Introduction
Using Technology to Improve Performance
Introduction
The COVID-19 pandemic forced organizations to change the way they learned. While organizations already made substantial use of various types of online learning (or e-learning; the terms are often used interchangeably), suddenly they could no longer rely on in-person, classroom learning at all. Changes due to the pandemic helped organizations fully appreciate some of the benefits of online learning but also sparked discussions about how to better employ online learning methods going forward.
Computer-based learning, and later online learning, has been in use in a variety of forms, from remote live sessions to online courses to immersive simulations, since the 1980s. There have been successes in several areas, including learn-by-doing simulations in which the learner plays a role in a realistic experience and is able to learn in a safe
environment—any incorrect decisions the learner makes in a simulation won’t have a real impact on the company—and just-in-time performance support, in which training time is reduced in favor of tools that can help an employee work more effectively while on the job. Online learning has also seen a substantial set of page-turning
courses, generally easy-to-produce courses in which the learner reads or watches information and then takes a quiz or exam. This method tends to be ineffective and not well received by its audiences. We’ll get into the reasons for that later in this book.
Online learning has the potential to revolutionize workplace learning and performance, and we’re at a time now in which, partly thanks to new technologies such as artificial intelligence (AI), virtual reality (VR), and augmented reality (AR), that potential could finally be fully realized. In order to take full advantage of new technologies and provide effective learning for modern learners, however, it’s critical for organizations to take a step back and create or choose experiences that work for their audience to improve performance, rather than those that simply follow traditional educational methods using newer technologies. Technology is best used as a means to achieve certain goals, and in organizational learning, the goals are performance and behavior change.
A Focus on Performance
Corporate learning experiences often tend to be modeled on traditional education, whether in the classroom or online. Online learning regularly takes the form of courses in which employees read text or watch a video and then take a quiz in order to check their knowledge.
This type of learning experience is familiar and also simple and inexpensive to produce—yet it’s rarely effective. There are a number of underlying reasons why other approaches are more effective, and we’ll cover several of those in depth later in this book. However, at its core, the goal of workplace learning should be to improve performance—to help employees perform their best. The connection between being able to pass an information-based test and successful job performance is tenuous at best; along with other factors, good job performance in virtually any role involves the performance of skills, not the recitation or recognition of information. For example, consider someone who’s starting an entry-level customer service job at a retail chain. It’s not particularly difficult to take, and easily pass, an online course in which the test is information-based—for example, the learner may be asked to select which of several choices is a good principle of customer service. But being good at customer service involves much more than simply knowing the way that you’re supposed to act—you need to understand how to use information in context, and also be able to put your knowledge into practice. Everyone knows that it’s not considered good job performance to be rude to customers, but not everyone comes in with a great sense about what constitutes appropriate conduct and what doesn’t. Learning experiences that focus on performance—such as a realistic, complex online learn-by-doing simulation with coaching guidance and feedback—can help people learn to perform, not just learn to recite information.
Different Types of Solutions
Recognizing that the overall goal is for employees to perform their jobs well—not to complete a course or even necessarily to know something but to be able to do things—allows us to consider and appreciate a variety of potential solutions, including, but not being limited to, educational experiences. There’s a story in the Heath brothers’ Switch: How to Change Things When Change Is Hard (Heath and Heath 2010) about consultants who, after a new timesheet system is rolled out, often fail to submit their hours. After training solutions fail, the company realizes that the issue is not a lack of training but that the new system is awkward and slow to use—the solution was to improve the system rather than to better train the employees. Process improvement, just-in-time
performance support—providing something to help people perform their job just when they need it, the way a GPS-driven navigation system provides directions to a driver—and training/learning experiences all are potential ways to improve performance in both the short term and the long term. Within the world of learning experiences, there are numerous approaches; some problems may call for a simple, inexpensive approach, others for an in-depth, high-tech experience.
Using Technology to Create Learning Experiences
New technologies can help us reimagine and reinvent the way people learn and to greatly improve performance. Perhaps the key when it comes to employing new technologies in learning is to consider what types of experiences we want to create, and how we can best design an experience that makes use of the capabilities of a particular technology in order to do so, rather than simply trying to replicate common learning methods and experiences in a new format. Long ago, the apprenticeship model was the most common form of education; people who wanted to learn to be, say, a blacksmith would learn to do so by apprenticing to a master blacksmith. The apprentice might start with simple tasks such as cleaning equipment, then grow into more complex tasks and skills, all while receiving coaching guidance and feedback from an expert.
The apprenticeship model is practical and effective, but it doesn’t scale up well. When society needed to teach and train masses of people, the apprenticeship model simply couldn’t handle the load—there were not nearly enough experts to work with everyone. The classroom model that we often see today—with a teacher or lecturer in front of a class—can teach a large group, but it’s not, and was never intended to be the most effective learning experience, just the one that was practical to implement.
However, technology-based experiences—particularly those that are learner-driven, such as, for example, learning to fly a plane via a flight simulator—do scale up! If we create a great learning experience that runs on a computer or mobile phone, it can be made accessible to millions of people, or more, for essentially the same cost as making it accessible by 10 people. The key is to avoid focusing only on reaching a large audience but to look to create great experiences, often those that follow different methods than traditional learning.
Focusing on Learning and Performance Rather Than on Teaching
Traditional education involves a class of students and a teacher, who leads the class. Under this model, the underlying thinking is that the teacher has knowledge and will impart this knowledge to the students, and then will test them on this knowledge. This is a very different model than the apprenticeship approach described above; its big advantage is that it scales up well—one teacher can handle a class of 100 students, or 300 students, or maybe even more, especially in an online, virtual-class format. However, both research (e.g., Brown, Collins, and Duguid 1989) and practical experience have shown that people learn better when asked to do things—perform tasks, make decisions, create something—and that particularly in a workplace setting, where the goals clearly revolve around performance and skills, a learning-by-doing approach is a much better way to go.
A related concept is the idea of focusing on learning and performance rather than on teaching. The teaching model may be what most people are accustomed to, and what they think of as education
in any context, but modern times call for modern methods, and we have many other, better options than traditional teaching when it comes to employee learning and development. Active approaches to learning (see, e.g., Bonwell and Eison 1991; Freeman, Eddy, McDonough, Smith, Okoroafor, Jordt, and Wenderoth 2014; Ruiz-Primo, Briggs, Iverson, Talbot, and Shepard 2011), in which learners are involved in the learning process—as opposed to passive approaches, such as watching a lecture—can be personalized and relevant, engaging and applicable. Active learning experiences can also often be integrated into an employee’s workflow, so employees can learn while performing their actual job and thus reduce the need for training experiences that pull them away from their work. In addition, active learning experiences tend to be more accepted by employees—they put the learner in control and are not only more efficient than traditional, passive methods but also are more respectful to the employee, not treating employees as if they’re small children (though arguments can certainly be made that traditional teaching is not the best method for small children, either!).
New Technologies in Learning
Forward-thinking organizations are looking at how to best employ new technologies, such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI), in learning. Virtual reality provides immersive experiences in which a user wears a special headset and therefore feels truly surrounded by the digitized world that’s displayed in the headset. VR headsets are becoming much less expensive and more easily available, providing new opportunities for organizations to improve their learning experiences. VR is ideal for learn-by-doing simulations, in which a learner practices a skill in a simulated environment—the experience feels realistic and therefore transfers well to real-life work, but any mistakes and experimentation don’t have real-life consequences to the business—for example, a computer technician might practice certain repairs in a VR simulation, and if the technician accidentally fries a motherboard in the simulation, it’s not a real computer so no customer will be upset, but the technician will learn from their mistakes.
Augmented reality (AR) enhances the real world via technology; for example, Google Maps includes a feature that can direct the user through a major airport, step by step, by superimposing instructions and detailed information over a live view of where the user