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A is for Analysis; Analysis of What?

Posted by Rich Mesch on Feb 12, 2010 12:23:00 AM

I was asked a question the other day that made me pause before responding. The question was:

“Where does the performance consulting process end and the “A” in the ADDIE process begin?”

I paused because, in reality, the separation is not so cut and dry. There is overlap. So, in this entry, I’ll address the separation and overlap. Please comment and share your insights as well.

Let’s first define what we mean by the PC process and ADDIE process.
    • The PC process we’re referring to here is a performance analysis model (e.g., Gilbert’s Behavioral Engineering Model).
    • The ADDIE process is an instructional design model. ADDIE stands for Analyze, Design, Develop, Implement, Evaluate.

In regards to the question posed above, it’s the “A” step that creates some confusion between these two processes. The tasks in this “Analyze” step include: clarifying the instructional problem, establishing instructional goals and objectives, assessing the audience’s needs, examining learners’ existing knowledge, and considering the learning environment, constraints, delivery modalities, and timeline.

Notice that the focus here is on “instruction.” That focus presumes that instruction is the solution to a performance problem. Indeed, sometimes it is. How do we arrive at this conclusion? We arrive at it through the PC process.

Let’s break down the distinctions between the PC Process and ADDIE “A” in the table below:

 

PC Process “A” in ADDIE Process
Focuses on business and performance outcomes Focuses on an instructional outcome
Concerns itself with the desired behavior and the environment necessary to support that behavior

(Performance = Behavior x Environment)
Concerns itself with the learning objectives necessary to support the desired behavior
Endeavors to change performance in order to impact the business Endeavors to educate in order to change behavior
Examines root causes for a performance problem Examines knowledge gap for a training problem
Defines success primarily in terms of on-the-job application and business impact Defines success primarily in terms of satisfaction, comprehension, and on-the-job application

With these distinctions drawn, it’s important to note that the overlap between the two elements often occurs when a knowledge and skill gap is uncovered by the Performance Consultant as a root cause for a performance problem.

Information about that knowledge and skill gap can be passed from the Performance Consultant to the Instructional Designer for the training solution. That information does assist the Designer in the analysis phase of the ADDIE process. It’s good background. Now, the Designer can dig into the knowledge and skill gap further by conducting a thorough training needs analysis. It’s this TNA that allows for the successful design, development, implementation, and evaluation of the training solution.

Topics: Performance Improvement, Learning Theory, Design, Consulting, Organizational Change, Organizational Learning

Virtual Immersive Environments: From Theory to Practice

Posted by Rich Mesch on Feb 7, 2010 1:53:00 PM

By Rich Mesch

I recently had the pleasure of presenting at the ASTD TechKnowledge conference at Las Vegas. I had a great time and met a lot of really interesting and talented people. That’s one of things I like best about conferences; trying to get a pulse on what people are doing in the real world.

A lot of the focus of the conference was on “Gen Net,” the next generation of digital natives soon to be (or currently) entering the workforce. Rightly so, many presenters observed that these folks have grown up with different ways of learning, and us learning folks ought to be paying attention. I remember thinking to myself: yeah, that’s true, but us 30- and 40-somethings need that, too. Hopefully we’re still relevant.

I spent a lot of time thinking about the gaps that are developing; the gaps between what we’re talking about and what we’re actually doing. I talked to a lot of people about Virtual Immersive Environments, and I heard a lot of great ideas. Some folks I talked to seemed frustrated; so many possibilities, how do we get more organizations harnessing this power? And it occurred to me that although we’re not getting as much traction on the really far out stuff, there were a lot of businesses who were having success with VIEs.

A few weeks ago, I wrote about the Gartner Hype Cycle, and Virtual Worlds’ place in the Trough of Disillusionment. Virtual Worlds aren’t living up to people’s expectations. And it finally hit me—maybe the problem isn’t the technology; it’s the expectations. We expect the technology to do so much that we miss what it’s really good at. We spend so much time with the theory, we forget about the practice.

So let’s get out of the clouds; yes, there are scores of untapped possibilities for Virtual Immersive Environments. But let’s focus a little on the ones that have been tapped. I’ve reached out to a few practitioners who are using VIEs for learning. Some of them have been kind enough to share their experiences. Over the next few weeks, I’ll share with you what they share with me, the successes and the challenges. It should be a fun ride!

Topics: Emerging Technologies, Virtual Worlds

No Such Thing as a Difficult Client: 5 Quick Tips

Posted by Rich Mesch on Jan 31, 2010 7:01:00 AM

  1. Establish common ground. What business-relevant goals do you and your client have in common? Start by acknowledging a shared interest.
  2. Focus on results, not emotion. What are the action steps necessary to accomplish the business and performance results that both you and client can agree upon? Rather than becoming angry or exasperated, simply think about the end result and how to accomplish it. Then, you won’t have time for emotions.
  3. Influence through reciprocity. What might this client want that you can provide? Reciprocity helps you to influence your clients. If they, for example, afford you the time to conduct a thorough needs analysis, you could reciprocate by providing them with the statistics that help them sell their ideas more effectively to their manager.
  4. Inquire and Listen.  Never put words in another person’s mouth.  Ask their thoughts.  Listen to their concerns.
  5. Attune and Facilitate.  Step into the other persons shoes and imagine what it may be like to be in their position.  After you “see from their eyes”, facilitate a problem-solving discussion.  State your understanding of the other’s concerns and move towards a resolution.

Topics: Series, Performance Improvement, Client Management

Relationship Building Tips

Posted by Rich Mesch on Jan 21, 2010 6:30:00 AM



In his book Relationship Economics, David Nour urges us to think strategically about our business relationships. A significant component of that strategy, he says, is for us to know our purpose. As a Performance Consultant, our purpose is to serve our clients as a Strategic Business Partner. But how do we do that if our clients keep labeling us as simply a Learning Support Provider? Here are some ideas.

According to Dana Gaines Robinson, we can become a Strategic Business Partner to our clients by:
    • Gaining Access
    • Building Credibility
    • Fostering Trust
In order to Gain Access to new clients, we can:
    • Develop visibility by offering to serve on corporate initiatives where we will interact with these individuals
    • Ask an existing client or colleague who regards us favorably to provide an introduction to the new client
    • Offer to share our research with this new client in an area that he/she may be interested in—research that has business value
In order to Build Credibility with clients, we can:
    • Demonstrate that we possess knowledge of their business—and more importantly, skills in helping to make their business more successful by developing their employees. We can do so by sharing what we know about the client’s business priorities and describing to the client how partnering with us will help him/her satisfy those priorities. We can sell clients on the value of our skill set and services.
    • Be a good listener. Ask probing questions about projects currently underway or new projects the client envisions in the future. Listen; then, discuss our unique skill set with the client as we offer to assist with new or existing projects. We may also want to share examples of our work with the client.
In order to Foster Trust with clients, we can:
    • Seek clarity and confirmation on the client’s expectations of us, and—at the same time—share our expectations of the client. We can voice our assumptions and have the client voice his or her assumptions as well. We can do so honestly, openly, and frankly.
    • Meet or exceed the client’s expectations. In doing so, we’ll build credibility and foster trust.
    • Get to know the client personally, as well as professionally. Work is one dimension of the client’s life. What matters to the client outside of work? We can take an interest in all facets of the client’s life.
These are just some tactical tips for executing on the strategy to become a Strategic Business Partner to new and existing clients.
Growing Individual Contributors into Effective Leaders

Topics: Series, Performance Improvement, Change Management, Organizational Change

Learning in 3D: Bringing Businesses Aboard

Posted by Rich Mesch on Jan 14, 2010 11:36:00 PM

by Rich Mesch



magazine coverI’m an excitable boy; I admit that. I’m so fascinated by the possibilities of new tools and technologies for learning, that I ponder why everybody doesn’t just jump on the bandwagon. And that’s why, when I read Karl and Tony’s book, I naturally gravitated towards the sections about adoption of new technology. Learning in 3D covers a lot of ground, but I appreciate the pragmatism of the authors to consider the inevitable question: now that we’ve established the effectiveness of the approach, how do we actually get people to do this?

I know of one large company that attempted to implement a Virtual Immersive Environment (VIE) strategy—very smart people doing very smart things. But despite that, their first effort was rocky. Why? Well, in brief, because they tried to do everything all at once. The audience had difficulty coming up to speed so quickly (What’s an avatar? Why do I have one? How do I get in the room? How do I sit in this chair? Why can’t I hear the presenter?), got confused, and frustrated. The fact that the software hit some technical snags didn’t help.

The nice thing about the book is that it’s sort of a “Radical’s Handbook”—if you read it carefully, it’s all about overthrowing the status quo and putting a new learning regime in place. Well, okay, that’s a bit extreme; in fact, a lot of what I like about it is that it recommends a sane, rational, structured way to adopting a new approach—the kind that won’t make people run screaming.

So while the book is full of killer content, there are some sections I was naturally drawn to. Barton Pursel’s section on Designing Learning Spaces in VIE is great. It reminds us that any capability or platform is simply a tool; you need great design to create a valuable learning experience. He makes a great point about the affordances of virtual worlds, those qualities that allow users to perform specific actions. Even though virtual worlds are realistic some things (such as travel) are actually much, much simpler—good design leverages those features. In fact, he makes a lot of the same points I used to make about simulation in general: just because you can make the environment just like reality doesn’t mean you should.  You want to focus on those things that create a great experience. As learning professionals, we need to focus on those things that make Virtual Immersive Environments unique, such as:

  • The ability to visualize, move, and explore in 3 dimensions
  • A persistent environment that you can manage and return to
  • The ability to collaborate in real time
  • The ability to create (and co-create) content (at least in some platforms!)
  • The ability to create an avatar that reflects your own persona, and not just what some programmer told you that you could have

Perhaps my favorite sections are the ones on Enterprise Adoption and the aptly named chapter called Rules from Revolutionaries. These sections focus on the biggest challenges ahead of us: if we believe in this stuff, how do we bring it to our stakeholders? How do we get corporations to see this as a business issue, and not just as a cool new toy. The advice here is perhaps the most valuable in the book; implementing VIEs is a business decision, not a learning decision. Ultimately, a lot of people need to be brought to the table. The most successful corporate adoption of VIE capability that I’m aware of followed the recommendations in this section nearly to the letter. Read this section carefully—this stuff works.

Topics: Emerging Technologies, Virtual Worlds, Series

Learning in 3D: Multiple Perspectives

Posted by Rich Mesch on Jan 14, 2010 11:36:00 PM

by Rich Mesch



 I was so excited when Karl Kapp and Tony O’Driscoll invited me  aboard the blog tour, I took the liberty of inviting some friends to  the party. So today, you get 4 for the price of 1, as we have  multiple perspectives on Karl and Tony’s book, Learning in 3D. Joining the conversation today are regular contributors Dr. Dawn  Francis and Sherry Engel, as well as a guest contributor, ace  instructional designer Robin Harmony.

 I’m grateful to Karl and Tony for beginning to define what has  largely been an undefined learning space. Much as Clark Aldrich did  years ago for the crazy-quilt space that was Simulation, Karl and  Tony have begun the process of transforming 3D learning from  “emerging technology” to “learning strategy.” Good, good stuff  and I’m thrilled to be part of the process.

 Click this link to purchase the book at a 20% discount using code L3D1. No financial interest for me or my organization, but why shouldn’t you save some money?

On to the posts!



Topics: Emerging Technologies, Virtual Worlds, Series

Learning in 3D: A Training Manager's View

Posted by Rich Mesch on Jan 14, 2010 11:35:00 PM

If you’re a Learning Manager or Training Manager for a corporation, the following scenario may strike you.

You’re at your desk and the phone rings. The caller says, “I need your help. My employees need training on teamwork. They operate as lone agents and prefer to work in silos. Often, they duplicate efforts and we have a real loss of productivity here. Do you have a course on teamwork? It has to be web-based because we’re too busy and dispersed to meet together in-person.”

Sound familiar? If so, it’s likely that:
    • The caller mistakenly perceives you as an order taker who will satisfy his request through a transactional exchange.
    • The caller mistakenly perceives your learning organization as the Wal-mart for Training Needs.
Neither of these perceptions are good for you, your organization, or the people who work for your organization. These perceptions indicate that others fail to see the strategic value of your role. Perhaps you could persuade them to think differently by sharing some key predictions from a new book by Karl M. Kapp and Tony O’Driscoll entitled Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration.

Kapp and O’Driscoll write about the next generation of the World Wide Web – Web 3.0, which they say is happening now and companies better take heed of this fact. If Web 1.0 had to do with accessing and finding information, and Web 2.0 had to do with sharing, participating, and collaborating in information exchanges, Web 3.0 is different. Web 3Di, as the authors call it, has to with co-creating information socially and outside of the formal, hierarchical structures imposed by organizations. This trend toward decentralized, social production-based ways of knowing stand ready to transform traditional learning paradigms.

So, as a Learning Manager or Training Manager, you may want to learn more about how this “webvolution” will drive innovation and develop human capital. In doing so, you can assist your organization in achieving a competitive advantage in the marketplace. And that, by the way, is certain to shift perceptions and demonstrate the strategic value of the learning function to the organization.

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

Learning in 3D: Fear of Flying

Posted by Rich Mesch on Jan 14, 2010 11:35:00 PM

by Robin Harmony

The first time I entered a virtual immersive environment (VIE), I was startled by flying people! My reaction? Wow…I can fly in here? That’s cool, but what happens if I bump into someone while in the air? Will I fall? Why are people flying?

My immersion was immediate. I didn’t have to think about it. My questions were all about me. If I fly, where can I go? What can I do? How do I learn to fly? My new environment drew me in and I wanted to know more about what was going on around me.

The chapter, Escaping Flatland, in Karl Kapp and Tony O’Driscoll’s new book, Learning in 3D, speaks to how immersion in a 3D learning environment (3DLE) works:

When immersed in a 3D environment, a person is cognitively encoding the sounds, sights, and spatial relationships of the environment and is behaviorally engaged. The person becomes emotionally involved and behaves and acts as he or she would in the actual situation. When this happens, it allows the learner to more effectively encode the learning for future recall and provides the cues needed to apply the experience from the 3D world to actual on—the—job performance. In short, 3DLEs are the ultimate “learning by doing” platform. They can provide a “fun” environment for working together, as well as an environment filled with stress and surprises. 3DLEs can mimic the actual work situation and cause real physical reactions from participant such as increased heartbeat, laughter, and perspiration.

While 3DLEs are not yet mainstream in business, they do offer new and engaging ways for learning and practicing skills, and to improve learner retention. As performance improvement professionals, we can look for ways to leverage 3DLEs to improve learning results, collaboration, and social networking. Learning in 3D is a good read to get you thinking about these possibilities

The evolution won’t happen overnight. We’ll have to find ways to persuade organizations to take the leap from Flatland to 3D. And, we’ll have to explore ways to help non-gamers (like me) to overcome their apprehension of virtual immersive environments and flying colleagues.

Topics: Emerging Technologies, Virtual Worlds, Series

Learning in 3D: Measuring the Impact

Posted by Rich Mesch on Jan 14, 2010 11:34:00 PM

by Sherry Engel

As most of my colleagues know, evaluation and metrics is a topic I love to discuss and debate. So when chatting with author Karl Kapp about Learning in 3D, our conversation immediately went to how evaluation may differ with Learning in 3D. Let’s take a look at a few of the things we discussed.

Level 1 – “Smiley sheets” provide input on many of the reactions of the learners. I’d like to examine just one aspect….learner’s confidence in applying the skills after participating in the learning event. My initial reaction is that learners should have a higher level of confidence after participating in a 3D learning experience than if they participated in a 2D learning experience.  Interesting enough, Karl and I had a great discussion about a study that was done on learners in a 2D environment vs. 3D environment and their confidence level related to applying the skills after completing the learning.  Which audience do you think was more confident? Well, to my surprise, it was the learners in the 2D environment. I sat back and began analyzing why this may be the case. As Robin’s previous blog indicated (and quoted from Karl and Tony’s book), when learning in a 3D environment, “The person becomes emotionally involved and behaves and acts as he or she would in the actual situation.”  Think back to your past learning experiences. Are you more confident in the classroom or once on the job? Since learning in 3D provides that emotional connection, as it would on the job, learners are more apt to experience the feelings of self-doubt during learning. Is that a bad thing though? Wouldn’t you rather those feelings occur during learning rather than once on the job?

Level 2 - Learning can be measured in so many ways, however, too often we approach Level 2’s with simple “true/false, multiple choice” tests. Is that type of evaluation conducive to a 3D environment? Karl and I had a great discussion on this one as well. He shared a story with me about an individual that compared test scores from students that participated in a 2D learning environment and those that participated in a 3D learning environment. Which do you think were higher? Don’t let this one shock you…but it was the scores from the 2D environment. We began to discuss why that might occur. Well, as typical with most organizations, this organization did their level 2 testing with a simple “true/false, multiple choice” test. What type of learning does that test? In most cases its factual/knowledge-based learning. I’d like to challenge this organization to change up their evaluation to test application of behaviors in the learning environment. I’ll bet you see the students from the 3D environment testing better on that one!

Level 3 – As you know Level 3 is all about measuring application of behaviors on the job. I’m not going to go into great detail about this one, but naturally, the more we can replicate in the learning the actual environment in which the learner will be applying the skills, the higher chance of success for transfer of this behavior on the job.

Level 4 – Well, with level 4, it’s all about alignment to the business goals and objectives. Karl and Tony’s book nicely captures how learning in 3D isn’t just about the technology but how we can meet specific business needs with this type of learning environment. As with any type of learning--classroom, e-learning, simulation, 3D--upfront analysis of the performance that will be impacted and how that aligns to company business goals and objectives is crucial for true business impact to occur.

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

Virtual Worlds Year in Review

Posted by Rich Mesch on Jan 6, 2010 4:58:00 AM

by Rich Mesch

I’ll start by saying I’m hardly the first blogger to write about the state of Virtual Worlds in learning. Many have gone before me—in fact, Karl Kapp has summarized it nicely in his own year-in-review post. It’s a great place to start reading about what the blogosphere has to say about the topic. But, of course, the fact that other people have their opinions will not prevent me from sharing mine! So here are the trends and changes I’ve seen in the space this year:

Virtual Worlds have become more mainstream—primarily with kids and gamers. And that’s a good thing. One of the biggest barriers to changing the way we think about online collaborative media is having a relevant point of reference. I’m surprised when I talk to people about Virtual Worlds that their main point of reference is not Second Life, but kid-oriented sites like Club Penguin or Tootsville. Children are wonderful innovators, because they have no idea they’re innovating. The other thing they’re doing is teaching mom and dad about the power of immersive environments in a way that bloggers can’t ever hope to do!

Corporate America is still behind the curve: While there is an uptick in corporate users of virtual worlds, we still haven’t seen broad acceptance of the platform in corporate America. Part of this is the natural Hype Cycle. But another part of it is that virtual environments are still perceived as the purview of gamers, not “serious adults” (who are these serious adults, anyway?) And those who have adopted virtual worlds still are using perhaps 1/10 of 1% of the potential, still perpetuating the “WebEx on Steroids” model of chairs and whiteboards, instead of taking advantage of three dimensions, a collaborative environment, and persistent space. Perhaps we can get them to read more blogs?

Second Life continues to be a leader: It’s rare that the early entrants get to remain major players, but Linden Labs has demonstrated the ability grow and rethink. Second Life’s main grid grew up a little by requiring age verification to access the adult content that defined SL to a lot of people. But of course, the big news is Second Life Enterprise, Linden Labs’ corporate-oriented behind-the-firewall solution. The robustness of Second Life still impresses; let’s see if big business is buying.

Browser-based worlds make it easier: Corporate IT departments hate downloads, so it’s can be tough for corporate folks to even get a good look at the possibilities. Browser-based worlds make it easier. Virtual Conference Centers like Venuegen may be the gateway experience that helps corporate America “get it”; they can use it for single events with a minimal technology investment, and begin to understand the value. Venugen apparently also lets you create avatars that look just like you… which is a little scary. My Second Life avatar apparently spends a lot more time at the gym than I do..

Onward to 2010!

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