2. Training :
Training refers to the process of acquiring knowledge, skills,
and competencies through various methods and activities. It
is designed to enhance individual or group performance and
improve overall productivity.
3. Training Invention:
A training intervention is a sequence of training programs aimed at
delivering knowledge and skills to employees over a specific time
duration.
• Instructor-led training.
• eLearning.
• Coaching or mentoring.
• Lectures.
• Group discussion and activities.
• Role-playing.
5. Instructor-led training:
• This refers to traditional classroom-
style training where an instructor
facilitates the learning process. It
involves face-to-face interaction
between the instructor and
participants, allowing for immediate
feedback, clarification, and
discussion. The instructor delivers the
training content, guides activities, and
engages participants through
lectures, demonstrations, and
exercises.
6. Examples:
• Google, known for its innovative learning culture, utilizes ILT for
various initiatives. For instance, they conduct "Innovation Time Off"
sessions where employees receive hands-on training from experts in
new technologies like AI and machine learning.
• Walmart, with its vast workforce, implements ILT on multiple levels.
They offer leadership development programs led by experienced
executives, as well as product knowledge training for store associates
conducted by internal specialists
7. E-Learning:
• E-learning refers to training
conducted through electronic
platforms, such as online courses,
webinars, or virtual classrooms. It
allows individuals to access
training materials and resources at
their own pace and convenience.
E-learning often includes
interactive elements like quizzes,
videos, and simulations to engage
learners and facilitate self-paced
learning.
8. Example:
• Netflix:
• Challenge: Onboard and train new employees quickly and efficiently.
• Solution: Created an interactive e-learning program called "Netflix
Culture Deck" that introduces new hires to the company's values,
mission, and work environment.
• Results: Reduced onboarding time by 50%, improved new hire
engagement, and ensured alignment with company culture.
9. Coaching or mentoring:
• Coaching and mentoring involve
one-on-one guidance and support
provided by an experienced
individual (coach or mentor) to
facilitate learning and
development. These training
interventions focus on
personalized feedback, guidance,
and support tailored to the
specific needs and goals of the
individual. The coach or mentor
helps the learner identify
strengths, overcome challenges,
and develop new skills.
10. Example:
• Deloitte created a mentoring program specifically for women in
leadership roles. Experienced female leaders mentor and sponsor
other women, helping them navigate career challenges and advance
their careers. This program contributed to a 20% increase in the
number of women in senior leadership positions.
11. Lectures:
• Lectures involve a one-way
communication approach where
an expert or trainer delivers
information to a group of learners.
The trainer presents content,
concepts, and theories through a
structured speech or
presentation. Lectures are
commonly used to provide
foundational knowledge and
theoretical understanding.
12. Example:
• Apple:
Their annual Worldwide Developers Conference (WWDC) features
keynote lectures by Apple executives introducing new software,
hardware, and technologies. These lectures inform and excite
developers, shaping the future of Apple products.
13. Group discussion and
activities:
• Group discussions and activities
involve interactive sessions
where participants actively
engage in sharing ideas,
perspectives, and experiences.
These training interventions
encourage collaboration,
critical thinking, and problem-
solving skills. Participants learn
from each other's insights and
gain a deeper understanding of
the subject matter through
group interactions.
14. Example:
• Spotify:
To encourage innovation and cross-team collaboration, Spotify
organizes "Hack Days" where employees from different departments
team up to develop new ideas and prototypes. These events have
resulted in successful product features like "Discover Weekly" and
"Release Radar"
15. Role-playing:
• Role-playing is a training
technique where participants act
out specific scenarios or roles to
simulate real-life situations. It
allows learners to practice skills,
apply knowledge, and develop
problem-solving abilities in a safe
and controlled environment. Role-
playing helps individuals gain
practical experience, improve
communication, and enhance
decision-making skills.
16. Example:
• Disney Institute:
Known for its exceptional customer service, Disney trains its cast
members/employees using extensive role-plays. These simulations put
trainees in various customer interaction scenarios, allowing them to
practice communication, conflict resolution, and problem-solving skills
in a safe and controlled environment
17. Conclusion
Choosing the right training intervention depends on your specific goals
and audience. Lectures excel at conveying knowledge efficiently, while
role-playing fosters practical skills and confidence. Group discussions
encourage collaboration and idea generation, and instructor-led
training provides personalized guidance and interaction. Ultimately, the
best approach often combines multiple methods for a well-rounded
and engaging learning experience. Consider your specific needs and
resources to select the most effective training interventions for your
team.