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Rich Mesch

Rich Mesch is the Vice President of Customer Engagement at PDG. His job is to help organizations find unique, innovative, and compelling ideas for improving their business. He is a proponent of using compelling experiences to drive behavior change, and believes that people learn best not when they’re told, but when they’re provided with the opportunity to find out for themselves. He is fascinated with applying emerging technologies to business challenges.Rich is an experienced leader who has been working with immersive learning and organizational improvement for over 25 years. He is one of the pioneers in the field of Performance Simulation, and continues to explore the possibilities of immersive technologies. He has worked as an executive, a designer, a media producer, a scriptwriter, a project manager, and a playwright. He believes that with energy and creativity, all things are possible. Rich holds a Bachelor of Arts in Communications from the University of Pennsylvania and is certified by Villanova University as a Six Sigma Green Belt. He is the co-author of the Wiley/ASTD book “The Gamification of Learning and Instruction Fieldbook.”
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Recent Posts

Using Storytelling in Learning, Part 5: The Goal-Based Scenario

Posted by Rich Mesch on Oct 11, 2010 9:30:00 AM

by Rich Mesch

So what’s the goal of this story?

Okay, so there’s a question you don’t often get when discussing novels or plays. What’s the goal? Well, the goal is to get to the last page of the book, or the curtain call at the end of the play. But when you’re writing stories for learning, the question takes on a different meaning. Not only are you telling a great story, you’re supposed to be helping your learner improve his or her performance.

Great learning stories include Goal-Based Scenarios. In simplest terms, the story includes a goal or a set of goals that need to be achieved; the point of going through the story is to achieve the goal. That sounds simple enough, but here’s the key: the nature of the goal impacts the way you perceive the story. Confused? Let’s break it down.
    • First and foremost, the goal of learning is not just to make you smarter; the goal is to help you build the ability to do something. A Goal-Based Scenario begins to answer to eternal question of performance improvement: what am I going to be able to do as a result of this effort? Why is it important that I’m able to do this?

 

    • In the business world, almost everything we do has a goal. Why should our business learning be any different? What kinds of problems can I solve with this knowledge?

 

    • Ultimately, storytelling for learning works best when it presents real life conflicts. It can be pretty easy to regurgitate the “right” way to handle a problem, but can you really do it under pressure? You need to recreate that pressure for the learning to have emotional impact—and Goal-Based Scenarios do that. Rather than applying learning in a vacuum, you’re attempting to solve a real business problem—and actually having to apply what you’ve learned.

So how do you create a Goal-Based Scenario? In order to create good story-based learning, you need to be consultative. You need to understand the subtleties of the job and challenges your learners face in achieving success. For example, if I’m learning selling skills, my ultimate goal is probably to close a sale. But what are the subtleties of effectively closing? Is my customer more likely to buy if I take one path over another? Will I sell more if I’m able to meet my customer’s boss, who has more buying authority? Will I sell more long-term if I’m able to build a good relationship? Am I afraid to talk too much for fear my customer will realize I don’t know as much as I claim to know?

If you’d like to know more about Goal-Based Scenarios, here are a few references:

http://www.eduweb.com/goalbasedscenarios.html

http://www.edtech.vt.edu/edtech/id/models/gbs.html

http://www.engines4ed.org/hyperbook/nodes/NODE-227-pg.html

Topics: Series, Performance Improvement, Learning Theory, Storytelling, Simulation

Virtual Immersive Environments: From Theory to Practice, Part 4: From Virtual Reality to Virtual Worlds

Posted by Rich Mesch on Oct 5, 2010 8:10:00 AM

woman with virtual reality head gear
by Rich Mesch


I recently had the pleasure of speaking at the SALT conference in Arlington, VA. While there, I was fortunate enough to meet Dr. Keysha Gamor, a fellow-presenter who also has a passion for Virtual Immersive Environments and 3D Learning. Keysha was good enough to allow me to interview her for this article.

Given its location, it probably won't surprise you that the SALT conference attracts many participants from Government and Military, some of the earliest advocates of 3D Learning. Keysha works extensively with both areas, so I was anxious to learn about her experiences. But what most intrigued me is that Keysha's perspective was firmly rooted not in Virtual Worlds, but in Virtual Reality. What connections can we make, I wondered, between the effectiveness of Virtual Reality (VR) and the effectiveness of Virtual Worlds?

As part of her graduate work, Keysha worked with the University of Georgia and NASA to determine how fully immersive VR could be used to teach complex abstract concepts. The goal of the study was not to look at VR as a unique or special interaction, but from the perspective of everyday usage in a teaching environment. The study, called “The Science Space Program,” focused on teaching science concepts to middle school and high school students, and utilized some pretty serious VR equipment that was shuttled from school to school.

Activities in the study included exploring concepts like velocity (what happens to an object going at high rates of speed?), static electricity, and other types of physics issues. Except that rather than focusing on abstract concepts, students were actually able to get inside a particle; they could actually become the particle to understand what happens to it. Students participated in groups of 3; one student would wear a head-mounted display, another would direct his/her activities, and a third would observe. Each student got to play each role.

For the final exam, each student designed their own rollercoaster, using physics concepts they had learned. Keysha says she was amazed at how well they were able to do—the accuracy of the mathematics and physics used by the students in creating their rollercoasters was remarkable. It’s worth noting that these were “average” students, not gifted; students who were incapable of comprehending these concepts before succeeding with the VR exercise.

It’s a great story, and a great example of how contextualized learning drives comprehension and application. In fact, the first question I asked Keysha was around context; didn’t the success of the study indicate the value of contextualization, and not necessarily VR? Aren’t their other ways of contextualizing learning to have a similar outcome? Her response was, yes, it was definitely about context, but the VR technology provided a contextualized experience that couldn’t be provided any other way.

Most of us don’t have Virtual Reality equipment cluttering up our offices. So are their ways to have a similar impact using more readily-available Virtual Immersive Environment (VIE) technologies? Well, Keysha and I discussed that as well… and I’ll report out on our conversation in the next entry in this series!

Topics: Emerging Technologies, Virtual Worlds, Series, Performance Improvement

How Games Improve Performance, Part 2: Why Are Games Effective?

Posted by Rich Mesch on Aug 23, 2010 3:44:00 AM

by Rich Mesch

Drich uncle penny bagso you want your learners to collaborate? To demonstrate leadership skills? To drive towards a goal? To evaluate and analyze situations before committing to a decision? To value the perspectives of others? To improve performance?

Then you definitely want them playing games.

Most of us have probably played Monopoly. You know, the strategic decision-making, asset-leveraging, and negotiation skills tool?

What’s that you say? Monopoly is a kid’s game where the biggest decision you make is whether you want to be the thimble or the dog? And it’s just a game, because you roll dice, and the dice determine what happens?

Well, let’s think about that. Yes, Monopoly has an element of luck (so does real life!). But what drives a winning strategy in Monopoly?
    • Strategic decisions on what assets to purchase
    • How to leverage those assets by improving them and driving larger ROI
    • Building alliances that enhance your ability to compete
    • Negotiating with others until you’ve maximized your revenue stream
In fact, the winner of a Monopoly game is usually the player who has the greatest strategic vision (which properties to acquire and improve) and the best negotiating skills (at some point, you’re going to need to sweet-talk other players into selling or trading you their properties).

Does your audience need any of those skills?

But let’s not stick with old school board games. Today’s Role-Play Games (RPGs) and Alternate Reality Games (ARGs) are not the single-user joystick games of years past. They require collaboration, team building, smart use of resources, strategy, and follow-through. And the most successful RPG players also tend to be great leaders and team-builders.

So am I recommending that we commit large swaths of business time to playing Monopoly and World of Warcraft? Not really (although that would be fun!), but I am recommending that we identify and utilize the elements that make these games so effective:
    • Competition: Every business is a competition. Many internal function are a competition, too; competition for attention, scarce resources, funding, etc. Games are inherently competitive. Learning how to be a better competitor will also make you a better businessperson.
    • Engagement: I can’t learn anything if I’m not paying attention. Why teach me an abstract skill when you can get me to engage in the actual behavior? Games get me involved, give me a goal, and help me understand what I have to do to hit that goal. All fairly painlessly—in fact, I might not even realize that I’m supposed to be learning.
    • Social learning: Whether we’re playing our game in a real-life room or playing online in a virtual space, we’re still working in a social environment. That means that we can create our own experience (within the rules of the game, of course), and the experience changes based on the people present. We can share our knowledge, experiences, assumptions, and learn from (and teach) each other. We may be playing a game, but what we’re learning from each other is very real. And that leads us to…
    • Informal Learning: Game environments create wonderful opportunities for informal learning. As a team of people driving towards a goal, we inevitably share all kinds of knowledge. All the notebooks in the world won’t drive knowledge like an experienced colleague sharing a great story.
    • Collaboration (or lack thereof): Great games use goal-based scenarios (more on that in the next post), where teams of people need to collaborate to achieve success. This is a great opportunity for participants to understand what each role brings to the table, how collaboration drives a better outcome. Learning this kind of behavior in a game is “sticky;” it will stay with you long after the game is over.
Next time: we’ll examine 5 Aspects of Effective Learning Games. Not every kind of game leads to learning, but great games can lead to great insight.

Topics: Series, Learning Theory, Gamification

How Games Improve Performance, Part 1: An Introduction

Posted by Rich Mesch on Aug 3, 2010 9:25:00 AM

 by Rich Mesch

I first started talking to busiGames for Learningnesses about using games to improve performance way back in 1985. Back then, I was working mostly with mid-level and senior mangers, so talking about games required hushed tones and euphemisms. After all, busy important managers couldn’t spend time playing games. They had big, big decisions to make. And so what if the game was designed to help them be even more effective in making those big, big decisions? This was serious business. They weren’t games; they were “experiences,” or “competitions,” or “challenges.” Or maybe you just didn’t talk about it at all.

What a difference a couple of decades make. We no longer have to apologize for using games for performance, and there are a few organizations that actually champion them. But we’re not out of the woods yet. With many organizations, the business case for games as a performance improvement method remains to be made. And even in organizations that support games, there is still the question of how to design and implement effectively.

In this series, we’ll look at several aspects of gaming for performance, including:
    • The reasons that games are an effective performance improvement methodology for almost all audiences—even senior executives. Especially senior executives.
    • Some common myths about gaming; your audience may be more receptive to games than you think; and getting a great game experience doesn’t have to be hard.
    • Aspects of effective learning games; there’s a good reason why some people are still talking about the experience months and even years afterwards.
    • Types of games; computer-based games are great, but technology isn’t the solution to every challenge. Think you’re too grown up for tokens, cards, and dice? Think again.

Up first: in the next post in the series, we’ll look at 5 reasons games are an effective performance improvement method. See you then!

Topics: Series, Gamification

Affordances in Virtual Immersive Environments (or, When is a Chair not a Chair?)

Posted by Rich Mesch on Jun 23, 2010 4:18:00 AM

by Rich Mesch

describe the imageA few months back, I interviewed Chuck Hamilton about the way Virtual Immersive Environments (VIEs) are used at IBM. One of the concepts that Chuck introduced me to was the idea of “affordances,” and how they change in VIEs. According to our old friend Wikipedia, an affordance is “a quality of an object, or an environment, that allows an individual to perform an action.” The term doesn’t really have anything to do with VIEs on its own, although the concept of affordances is frequently used in describing the way people interact with computers.

Affordances become interesting in VIEs because VIEs “warp” the common way we use affordances. For example, what are the affordances of a chair? Well, it can be used for sitting, for decoration, for standing on to change a lightbulb… you get the idea, I could go on and on. But in a VIE, what is a chair? For sitting on, sure… but your avatar never gets tired, so you never really need to sit. Nor do you have to change light bulbs (and if you did, odds are you could fly up and do it).

Or a roof. What are the affordances of a roof? It keeps out cold, rain, snow, burglars, etc. But what if you lived in a world where there was no weather (unless you wanted it)? Would you need a roof at all?

But if you’ve spent any time in a VIE, you know that we typically recreate the affordances of the physical world. There are a lot of good reasons for this; one of the reasons we have VIEs at all is so we can recreate some of the emotions and interpersonal effects we get in real life. But, of course, there are some things we can leave out: roofs are purely aesthetic; and we have drinks in VIEs only to recreate the conviviality of happy hour, not because we're thirsty.

For VIEs in learning, we often recreate classrooms—which is controversial to a lot of people. Some like the classrooms, because it recreates the affordances of the real world. Others (myself included) question why you would simply recreate classrooms. Sure, we want to create environments for people to learn. But we aren’t bound by the affordances of the real world. In VIEs we can learn anywhere. And what’s the point of creating a 3D space if you don’t use all three dimensions?

Tony O’Driscoll and Karl Kapp talk about The Seven Sensibilities of VIEs in their book, Learning in 3D
  1. The Sense of Self
  2. The Death of Distance
  3. The Power of Presence
  4. The Sense of Space
  5. The Capability to Co-Create
  6. The Pervasiveness of Practice
  7. The Enrichment of Experience

Tony does a great job of explaining it all in the video below. Watch and enjoy!

Topics: Emerging Technologies, Virtual Worlds, Learning in 3D

How to Train an Executive: Quick, Relevant Content and Meaningful Conversations

Posted by Rich Mesch on May 27, 2010 6:15:00 AM

by Reni Gorman and Rich Mesch

55 and Older Execs Don’t Like Training

reni gorman 092412Reni: I read an article on The Economist titled: Executive education and the over-55s: Never too old to learn. The focus was about the trend that older executives are shunning corporate training. The reason? To put it bluntly: They are sick and tired of going and sitting in training. Why? Many assume they will not learn anything earth shattering, while others just don’t have the patience/time away from their job. Training has to be “worth it”. The article goes on to discuss what does work, one being sending executives to prestigious schools. They won’t go to internal executive training, but they will go to external training at reputable institutions. Why? Probably because they feel like they will really learn. So, it is not really that they don’t like learning, rather they don’t like corporate training.

The Generational Lie

RichM 001Rich: I attended several learning conferences this year, and at each one, I heard some variation on this message: it's time to get past old school training models, because the generation of 20-somethings entering the work force don't learn that way. We need social media for the 20-somethings, because that's how they learn. We need virtual environments for the 20-somethings, because that's how they learn. And every time, I wanted to scream from the back of the room, "HEY! I'M A 40-SOMETHING, AND I LEARN THAT WAY, TOO!"

Where on earth did we get the notion that because employees of a certain age have greater exposure to "traditional" learning methods that we like it better? Or that we're somehow resistant or techno-phobic? Every generation has its share of resisters, but most of us like trying new things, and we especially like making good use of our time and being successful.

55 and Under Don’t Like Training Either

reni gorman 092412Reni: I don’t know about you, but all of the above applies to me and I am not yet in the over 55 category. Perhaps the under 55s “fake it” better and at least show up to training but most of the time don’t you want to run screaming? I know I do—and I admit that even though I am a learning and development professional. Yikes! What does that say about most corporate training? I also know when I go to internal training events I am antsy and can’t wait to get out and go back to work, but I am attending graduate school at Columbia University’s Teachers College and, most of the time, once I get there, I really enjoy what I am learning and am really focused and “present”.

Henry Mintzberg and the Role of the Manager

RichM 001Rich: The driver behind the article in The Economist is researcher Henry Mintzberg. I might have guessed that we'd find Mintzberg at the bottom of this. Mintzberg did a groundbreaking research many years ago about what managers actually do each day. Prior to his research, there was a general belief that they sat in big offices, smoked cigars, and made big strategic decisions. Mintzberg followed managers around for weeks and recorded everything they did. Ultimately what he found was that a manager's day is a series of meetings, most of them 5 minutes or less, and that they are generally focused on dozens, if not hundreds of things at once. For us today, that seems pretty obvious; but when Mintzberg originally did the research, it was startling, since it didn't fit the perception of the role. He effectively changed the perception of management, and a lot of the way we perceive management now can be traced back to Mintzberg. Glad to see he's still trying to change our perceptions.

So How Do You Train an Executive and What is the Role of Training?

reni gorman 092412Reni: Short bursts/chunks of training, making content really relevant to the workplace, and learning from peers such as through mentoring and communities of practice. I don’t know about you, but when I read this bells went on and my experience and intuition said: YES, but not just for 55s and older—for the rest of us too! At the end of the day we all want the content quick and relevant, and the conversations (with peers and SMEs) meaningful. We learn from each other best and most of all. My first thought when I am stuck is to ask a peer and/or expert. The content snippets are just an appetizer. So, what training professionals could best do is provide the short snippets of content and help put learners in situations, where they can have the conversations. Mentoring meetings, communities of practice gatherings are perfect for such things. Perhaps give people a learning guide to spark the conversation and then let it go where inquiring minds want to take it and learning will surely flourish. 

What does this come down to? Highly interactive, excellent, out of the ordinary instructional design. It is possible, just ask yourself: would I run screaming from what I am designing or would I get into it? Be honest with yourself and great design will flow and flourish too!

Topics: Performance Improvement, Learning Theory, Leadership, Talent Management

Using Storytelling in Learning, Part 4: Keeping it Real

Posted by Rich Mesch on May 24, 2010 5:56:00 AM

by Rich Mesch

reality check
Is there such a thing as too much reality?

In my first post on this topic, I said this:

“So how do you apply some of the rules of storytelling to our training initiatives? The key is to focus on how the world works in real life.”

The great thing about writing novels or screenplays is that you can make everything up. You’re not bound by the reality of what’s possible. But in a learning story, there needs to be some grounding in reality, however tenuous. In my simulation work, we often get hung up on reality. Does the simulation environment need to be a carbon copy of the real world? Arguably, the answer is no; one of the reasons we don’t always learn effectively is because our environments are full of distracters; your learning story can focus people on what’s important. But aren’t those distracters part of the learning experience? If you give me a nice clean environment to learn in, won’t I just have difficulty applying it in real life?

So how real do you need to get? The answer is, it depends. And not in a philosophical way. The real question is, what are the variables that need to be considered to tell the story effectively?

The most recognizable kind of simulation is probably the flight simulator. The failure to fly a plane properly will likely lead to mechanical failure, damage, and death. There are so many factors that can lead to failure (gauges, mechanics, alertness, weather, etc,) that flight simulators need to be completely realistic. The adherence to reality in a flight simulator is remarkable.

But in many environments, we want learners to focus on specific items. Where, in fact, presenting the whole reality of the job might actually be confusing. So it’s generally okay to leave stuff out or consolidate stuff. How do you that? Well, there are no hard-and-fast rules, but here are some guidelines:

1.
Make sure you the stuff you leave out won’t distract the learner.
For example, if the learner works on a team where all of the members are in different cities, they might be distracted by a story that involves a scenario where everybody is co-located; however, they might be fine with a story where some team members are co-located and some are distributed.

I worked on a customer service simulation design with a company that made many different types of paper and packaging products. The client was very concerned that no one scenario (food packaging, office paper, print stock, etc.) would resonate with every member of the audience. Ultimately, we made the decision that the company in the simulation made bottles instead of paper. This way, the manufacturing and customer service environment was very recognizable to learners, but they weren’t distracted by the fact that the company didn’t make their exact paper product.

2. Make sure you leave in the stuff that makes the job challenging.
If we go all the way back to the beginning of this series, we established that one of the powers of storytelling in learning is that you can focus on those areas that make a job challenging. Is it a demanding boss? An industry that’s consolidating? Technology that changes rapidly? Clients who don’t know what they want? The power of storytelling is incorporating these elements in a way that affects people emotionally.

3. Focus on the element of time
For example, some businesses are seasonal; in retail, Fall is all about planning for the holiday season, Summer is all about planning for back-to school. If you leave this out, your story won’t have resonance. Also true is the impact of time; some decisions look different if you play them out over time; make sure your learners can see the short-term and long-term impact.

Topics: Series, Performance Improvement, Learning Theory, Storytelling, Simulation

The Science of Simulation: Mirror Neurons

Posted by Rich Mesch on May 11, 2010 3:58:00 AM

by Rich Mesch

I was first exposed to the concept of mirror neurons when I attended the NASAGA (North American Simulation and Gaming Association) Conference in Vancouver in 2007.  I was privileged to hear a talk by Dave Chalk. Chalk is an interesting guy on a number of levels, but most notably because he has had a highly successful career, including being a pilot, an entrepreneur, and a broadcasting personality, despite having been diagnosed at an early age of having a profound learning disorder.

One of the concepts Chalk discussed was the idea of mirror neurons. Research has demonstrated that in primates, our nervous systems react in certain ways when we engage in certain behaviors. The research further demonstrates that they react the same way when we observe the behavior or when we engage in a simulated version of the behavior. As noted by Rizzolatti & Craighero in Annual Review of Neuroscience, 27:

Each time an individual sees an action done by another individual, neurons that represent that action are activated in the motor cortex. This automatically induced, motor representation of the observed action corresponds to what is spontaneously generated during active action and whose outcome is known to the acting individual. Thus, the mirror system transforms visual information into knowledge 1

This is incredibly intriguing, because it seems to demonstrate a biological basis for the benefits of simulation. As simulation designers, we always make the argument that engaging in behaviors in simulation prepares us to engage in behaviors in the real world. But the argument has always been from a cognitive perspective—it helps us form the way we think. The mirror neuron research would suggest that it’s deeper than cognition. And for that matter, that simulation may not just be the next best thing to real world experience—it may be nearly equivalent.

Here are a few links to more info on mirror neurons:

http://www.interdisciplines.org/mirror/papers/4/printable/paper

http://www.interdisciplines.org/ mirror

http://www.livescience.com/humanbiology/050427_mind_readers.html

http://www.unipr.it/~gallese/Gallese-Goldman%201998.pdf

1 Reference: Rizzolatti, G. & Craighero, L. (2004). The mirror-neuron system. Annual Review of Neuroscience, 27, 169-192.

Topics: Performance Improvement, Cognition, Simulation

Using Storytelling in Learning, Part 3: The Predictable Unexpected

Posted by Rich Mesch on Apr 29, 2010 5:02:00 AM

by Rich Mesch

Stories are compelling when you think you know what’s going to happen next, and then the story throws in a twist. You can do the same thing in your learning stories; the only issue is that you need some grounding in reality.

Movies freusual1quently build interest by inserting compelling story twists. I won’t include any spoilers, but most people will admit to being thrown for a loop when they learned the truth about Bruce Willis’ character in The Sixth Sense or who Keyser Soze really was in The Usual Suspects. But the technique is nothing new; Alfred Hitchock shocked the movie-going world in 1960 when he killed off the main character in Psycho ten minutes into the film.

One of the oddest twists is in the film Magnolia; themagnolia frogs story takes a twist when it unexpectedly starts raining frogs. And perhaps that’s the key difference between movie storytelling and learning storytelling. If your story completely deviates from reality, you’ll probably lose your audience. So your story probably shouldn’t have any froggy precipitation.

For learning stories, I recommend the use of the “Predictable Unexpected.” That means, create events that are unexpected in the context of your story, but typical in the real world. For example, in a sales simulation I designed, you spend a long time building a relationship with a client, in hopes that he will introduce you to an executive. If you successfully build the relationship, the client agrees to invite you to a meeting with the executive. When you try to return his call, you get a message that his phone line has been disconnected. He’s been fired, he’s not going to get you that meeting with the executive, and you have to begin the process over again.  The event was unexpected, but completely realistic within the scope of the storyline. And still completely gut-wrenching.

We’ll take this a little further in the next post, where we’ll talk about the role of reality in storytelling. How much reality is too much?

Topics: Series, Performance Improvement, Learning Theory, Storytelling, Simulation

Attributes of Effective Coaching: Coaching Appreciatively

Posted by Rich Mesch on Apr 26, 2010 3:46:00 AM

Coaching is one of my favorite topics to research and discuss. That might surprise you since I’ve written the majority of my blog entries on transformative learning; however, there’s a distinct synergy between the two. Think of coaching as an enabler of the transformative learning process. Coaching can be a catalyst for personal perspective transformation.

Yet, the focus here is firmly on coaching—more specifically, the coach. My manager asked me yesterday to share my opinion on why some individuals don’t make effective coaches. I cited the propensity some people have to “tell” versus “ask.” Some coaches struggle with asking powerful and probing questions. But these were my opinions based upon my study of the topic and experience as a coach; I wanted more time to chew on his question some more and synthesize my thoughts.

In the end, as I look across the literature on coaching and recount my own personal experience, I’d have to say that it appears to boil down to the coach’s approach to the coaching relationship.

Approach 1: If the coach approaches the relationship intent on addressing the coachee’s gaps or weaknesses, then problem-solving becomes the main goal of the coaching interaction. The relationship is built on addressing the coachee’s problems or deficiencies.

Approach 2: If the coach approaches the relationship intent on having the coachee reference past achievements and capitalize on key strengths to achieve a vision for success, then positive change becomes the main goal of the coaching interaction. The relationship is built on positive exploration in service of meaningful change.

What approach is more motivating and inspiring? What approach is more likely to lead to sustained change?

The second—and more positive—approach to coaching appears to be more effective in eliciting individual and organizational change. The evidence is well presented in the text Appreciative Coaching: A Positive Process for Change. Its authors are scholars and experienced consultants in the area of organizational development who have built a coaching model on the core precepts of Appreciative Inquiry. As one of the authors aptly states, “We get more of what we focus on.” Therefore, it would stand to reason: Focus on problems, get more of them. Focus on positives, get more of them.

So, to answer my manager’s question, which is what provoked this blog entry in the first place: Effective coaches are ones that adopt an appreciative approach to change and coach to possibility instead of deficiency.

Topics: Series, Performance Improvement, Coaching, Leadership, Talent Management