21. DIGITAL
COLLABORATION
• is the use of technology to enhance and
extend employees’ abilities to work together
regardless of their geographic proximity.
• It includes electronic messaging systems,
electronic meeting systems, online
communities of learning.
22. SYNCHRONOUS
11 of 13
trainers, experts, and learners interact with
each other live and in real time the same
way they would in face-to-face classroom
instruction. It also can be through video
teleconferencing and live online courses
(virtual classrooms).
23. ASYNCHRONOUS
this type of collaboration refers to non–
real-time interactions. E-mail, self-paced
courses on the Web or on CD-ROM,
discussion groups, and virtual libraries
allow asynchronous communication.
31. ADVANTAGES
OF CBT
• Can be custom-designed for specific industries
and can also be conveniently used by physically
challenged.
• CBT also save organizations instructor cost, cost
of arranging training and travel and learners
travel cost and time
• A large number of learners in a short period
• Enhancing Competitiveness
• Tracking Progress and Analytics
32. DISADVANTAGES
OF CBT
• Expensive to develop and deliver, especially for smaller groups of trainees
• Can be more cost efficient when designed to train a larger number of
trainees
• Lack of human interaction – There is no denying that traditional classroom
training provides face-to-face learning, which many individuals find more
comfortable.
• Accessibility Accessibility is a major drawback of CBT. Even though it’s hard
for most of us to imagine, not everyone has access to a computer terminal
at work or at home.
41. EFFECTIVE
ONLINE
LEARNING
WHAT ARE THE
takes advantage of the
Web’s dynamic nature
and ability to use many
positive learning
features, including
linking to other training
sites and content
through the use of
hyperlinks, providing
learner control, and
allowing the trainee to
collaborate with other
learners.
42. EFFECTIVE
ONLINE
LEARNING
WHAT ARE THE
provides trainees with meaningful
content related to realistic on-the-
job activities, relevant examples,
and the ability to apply content to
work problems and issues.
uses video, sound, text,
and graphics to hold
learners’ attention.
44. LEARNERCONTROL
Client Satisfaction
refers to the ability of trainees to
actively learn through self-pacing,
exercises, exploring links to other
material, and conversations with
other trainees and experts.
45. HYPERLINKS
are links that allow a trainee to
access other Web sites that
include printed materials as
well as communications links
to experts, trainers, and other
learners.
49. BLENDED LEARNING
• combines online learning, face-to-face
instruction, and other methods for distributing
learning content and instruction.
• Blended learning courses provide learners with
the positive features of both face-to-face
instruction and technology-based delivery and
instructional methods
50. TYPE OF SIMULATION
• Branching Story
Trainees are presented with a situation and asked to make a choice or decision.
Trainees progress through the simulation on the basis of their decisions.
• Interactive spreadsheet
Trainees are given a set of business rules (usually finance- based) and asked to
make decisions that will affect the business. The decisions are entered into a
spreadsheet that shows how the decisions affect the business.
51. TYPE OF SIMULATION
• Game-based
Trainees play a video game on a computer.
• Virtual lab
Trainees interact with a computer representation of the job for
which they are being trained.
52. AVATARS
Avatars are computer depictions
of humans that are used as
imaginary coaches, coworkers,
and customers in simulations.
Typically, trainees can see the
avatar, who appears throughout
the training course.
53. VIRTUAL REALITY
is a computer-based technology that provides
trainees with a three-dimensional learning
experience. Virtual reality allows simulations to
become even more realistic. Using specialized
equipment or viewing the virtual model on the
computer screen, trainees move through the
simulated environment and interact with its
components.
55. • is a structured attempt to increase trainee
understanding of a content domain.
TUTORING
• provides trainees with the flexibility to practice
skills in artificial environments.
COACHING
• refers to the student’s ability to freely explore
the content of the training program.
EMPOWERING
56. ITS has been used by NASA in astronaut training.
For example, the Remote Maneuvering System ITS was used
to teach astronauts how to use the robotic arm on the space
shuttle. Astronauts had to learn to complete tasks and
procedures related to grappling a payload. The ITS generated
processes that were matched to individual astronauts.
58. Distance Learning
Distance learning is used by
geographically dispersed
companies to provide
information about new
products, policies, or
procedures as well as deliver
skills training and expert
lectures to field locations.
59. Distance Learning
Examples: virtual classrooms,
instructor-participant audio
discussions, sharing of
computer software
applications; interactions using
instant polling technology; and
whiteboard marking tools.
60. What is Webcasting?
Definition
• involves classroom instruction that is provided
online through live broadcasts.
• Webcasting also helped ensure that the
salespeople all received the same information.
• It has timely information that helped them have
conversations with customers.
• Thru live sessions, the participants can ask
questions.
61. Expert Systems
Expert systems refer to
technology (usually software)
that organizes and applies
the knowledge of human
experts to specific problems.
62. Expert systems have three elements
A knowledge base
that contains facts,
figures, and rules
about a specific
subject.
A decision-making
capability that, imitating
an expert’s reasoning
ability, draws conclusions
from those facts and
figures to solve
problems and answer
questions.
A user interface
that gathers and
gives information
to the person using
the system.
63. Example:
An expert system in training support
could be a personalized online
education recommendation system.
It employs advanced algorithms and
machine learning to assess a
student's history, preferences, and
skills, offering tailored course
suggestions, study tips, and time
management advice. This system
continuously improves
recommendations to enhance the
learning experience and skills
effectively.
64. Groupware
Groupware (electronic meeting software) is a special type of software
application that enables multiple users to track, share, and organize
information and to work on the same document simultaneously. A
groupware system combines such elements as e-mail, document
management, and an electronic bulletin board. Popular brands of
groupware are Lotus Notes, Domino, and Google Docs.
65. Electronic Performance
Support Systems
An electronic performance support system (EPSS) is a digital
system that stores and shares knowledge within an organization,
helping individuals perform better with minimal external support. It
includes all the necessary software and integrates knowledge into
the software tools for easy access. For example, it might show
company policies in pop-up messages for quick reference, making
it easier for employees to work efficiently on their own.
67. LEARNING
MANAGEMENT SYSTEM
is a technology platform that can be used to
automate the administration, development
and deliverynof all a company’s training
program. LMS’s can provide employees
managers and trainers w/ the ability to
manage and track learning activities.
68. SUMMARY
This module provided an overview of the use of new
technologies in training delivery, support, and administration.
Many new technologies have features that help to ensure
learning and transfer of training (e.g., multimedia training
methods such as CD-ROM and e-learning).
These technologies appeal to multiple senses and allow
employees to pace themselves, receive feedback and
reinforcement, and find information from experts on an as-
needed basis.
69. SUMMARY
New mobile training methods (such as iPods) allow
employees to participate in training from home or work on a
24-hour basis. Employees control not only the presentation of
training content but also when and where they participate in
training. Simulations and virtual reality also can create a
more realistic training environment, which can make the
material more meaningful and increase the probability that
training will transfer to the job.
70. SUMMARY
Expertsystems and electronic support systems are tools
that employees can access on an as needed basis to
obtain knowledge and information.
Groupware and intranets help to capture the knowledge
that employees gain from training and facilitate their
sharing of information. This technology also makes it easier
to retrieve training related information for managerial
decision making.
71. SUMMARY
More companies are investing in learning management
systems,which provide training administration, delivery, and
support. Most new technology training methods are
superior to traditional method sbecause a positive learning
environment can be built into the method. But development
costs of new technology training methods are high.
72. SUMMARY
Considerations include monies for development,
geographic dispersion of employees, employees’
difficulty in attending training,and whether new
technologies are part of the company’s business
strategy. Rather than choosing between face-to-face
and technology-based training methods, companies
are often choosing to use both.