Blended Learning

Development Phase

From the Design phase of the ADDIE model, we’ll move to the Development phase.  This phase involves first establishing the visual templates, standards, color schemes and the like to use for the learning materials. Next, during the development of each deliverable, a validation process with the client’s SMEs is initiated to ensure the veracity of content, business context and so forth.

Development Phase

 

Deliverables We Offer:

1.  Workshop Agenda

The workshop agenda provides a high-level overview of the session’s topics and learning activities in sequential order. It includes estimated time blocks for each module. This is a great tool to set the tone and to manage expectations with regard to the intended work load.

2.  PPT Deck

The PPT Deck is used to support the delivery of instructor-led workshops. It serves as backdrop and framework for the session and ensures a structured, organized flow to the learning experience. Typically included in a PPT Deck are housekeeping topics, learning objectives, review quizzes, business rules, tips, Warnings, Hands-On learning activities, Key Points, and so forth.

3.  Instructor’s Guide

These guidelines serve as a coaching tool for the instructor during preparation and in class. Valuable information such as what to show, what contextual examples to use, when to show it and examples of what to demonstrate from the training environment are offered for guidance to the instructor.

4.  Participant Workbook

A learning tool that is used during the training event. This document is less exhaustive than the User Guide and typically include succinct procedures, hands-on activities as well as a notes area. This tool allows the learners to follow along during the workshop and thus remain engaged in their learning.

5.  Training Database

A sample database or sandbox environment setup in isolation using real corporate data, allows the learners to practice using their software system in a safe environment. This “off-line” environment allows learners to play, test their skills and build their confidence without creating any errors within the actual ‘live’ corporate system.

6.  Hands-On Activities

These hands-on exercises comprise the development of questions and tasks relating to a training database. These hands-on activities allow learners to explore and discover the IT solution in a safe environment. Trainers can then review the learners’ findings and readily assess their understanding and proficiency, and if relevant, offer additional coaching.

7.  Case Studies

Case Studies (also referred to as Business Cases)  are a form of problem-based learning and involve the development of fictitious or real scenarios that reflect the learners’ on-the-job experiences. Case Studies are an excellent way of engaging participants by having them immediately practice and apply newly acquired concepts and skills covered in training.  Learners are given details about a situation, which typically includes key players involved, as well as objectives and challenges to be considered.  Learners are then invited to apply critical thinking to analyze the situation, and make recommendations based on conclusions they have drawn. Trainers and Managers can then assess each learner’s acquired knowledge and, if relevant, offer additional coaching.

8.  User Guide

This is a manual that explains in great detail all the relevant information in relation to the learning at hand. For example, all functionalities and business processes relating to a software solution in question. Its topics are organized according to the tasks specific to a target user group, such as a sales force or marketing personnel. The ‘why’s’ and ‘when’s’ of the business processes, corporate conventions, as well as the sequential steps to perform are explained. This document is typically given to the learners as a reference tool after the training event.

9.  Quick Reference Card

This helpful, concise tool summarizes and highlights the key tasks to perform, tips, warnings, business rules as well as any helpful shortcuts.

10. Self-Directed e-Learning

e-Learning can serve multiple purposes. First, can be used as preparatory work prior to an instructor-led workshop. For instance, it can be used as an educational component within the learning strategy to provide an initial overview of the change in question. Specifically, it can be used to address concerns such as why the change is being implemented, the benefits to this change, when it will be deployed, who will be impacted, how the change will be implemented, and so forth. It can also be used as an introductory tool to familiarize the learners with the basic concepts of a topic or basic functionalities of a given software. By providing learners first with fundamentals, allows the instructor-led workshop to focus on higher-level learning objectives such as the business processes, problem solving, etc. Finally, this tool can also be used as a reference tool during the post-deployment stabilization phase.

The development process is similar to that of learning materials for instructional delivery, except we focus on developing storyboards for content within the e-capsules. We’ll also develop an initial prototype to ensure functionality and design aligns with your expectations. The validation process is two-fold. First, validation is conducted for the storyboards to minimize impact once content is integrated within the elected authoring tool. A second review cycle is conducted for the actual integrated e-capsules.