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David Scurlock
Learning and Development Leader
   Working knowledge and experience in the design,
    development and implementation of learning
    solutions.

   Experience providing strategic alignment
    and direction supported with execution.

   Experience managing, motivating teams.

   Pragmatic understanding and experience within
    business environments.

   Visionary; Passionate; Servant Leader
   Competitive advantage
    ◦   Increase Customer Satisfaction
    ◦   Grow revenues
    ◦   Drive Standards of Excellence
    ◦   Drive The Dynamic Organization
Leadership        Associate         Customer          Business
Effectiveness     Satisfaction      Satisfaction        Results




Learning/Development and Performance improvement programs
should support the Dynamic Organization
   Immediacy

   Intimacy

   Integrated approach
    ◦   Synchronous
    ◦   Asynchronously
    ◦   Problem-solving
    ◦   Collaboration
    ◦   Assessment
   Comprehensive-total solutions that address specific
    needs and skill gaps identified as part of the
    assessment process.

   Organized-training structured based on adult learning
    theory and sound instructional design.

   Relevant-based on contemporary best practices and
    practical real world concepts and programs.

   Experiential-training sessions that include exercises,
    role-plays, and activities that challenge and draw on the
    experience of the participants.
Better……….… Cheaper………..….Faster




Performance   Overall      Time to
               Costs        Proficiency
   Sub-par productivity

   Mistakes

   Dissatisfied customers

   Time getting help from others

   Manager’s time reviewing and correcting

   Attrition
   Define proficiency

   Get Baseline

   Harvest expert knowledge

   Select the best method of delivery

   Measure results in terms of time to
    proficiency
Harvest Knowledge



                     Store Knowledge



                   Transfer Knowledge


Initial Learning                             Ongoing Learning

                                                            Desired
          Increasing Expertise/Proficiency                  Results
   Methodology for accelerating the
    development of proficient performance


   Reduce time to proficiency
   Learn By Doing
    ◦ simulations
    ◦ cases
    ◦ real plays

   Teachable Moments
    ◦   key information is available at decision point
    ◦   individuals are motivated to learn
    ◦   remember the information
    ◦   can immediately apply it to the job
   Systematic set of experiences
    ◦ Simple to complex
    ◦ Building process

   Integrate knowledge and skills

   Educational networking
    ◦   community of learners
    ◦   enables discussion and reflection
    ◦   motivates through peer interaction
    ◦   builds relationships
Present Principles    Self-directed e-learning
   Strategies & Skills

                           •Instructor-led
   Link Knowledge to        web based
        Business


                           •Classroom
Knowledge Application       Training


                           • Applications
                             Workshops
   Daily Disciplines       • Success Action Plans


                           • On-going coaching
                             and Support
       Success
Curriculum                 Technical                      Delivery                     Support
                            Platform




     These elements work together to provide the success factors in the development, design and
     implementation of learning solutions.
   Bloom’s Taxonomy                       ADDIE Process
    ◦   Knowledge                           ◦   Analyze
    ◦   Comprehension                       ◦   Design
    ◦   Application                         ◦   Develop
    ◦   Analysis                            ◦   Implement
    ◦   Synthesis                           ◦   Evaluate
    ◦   Evaluation

    Gagne’ Nine Events of Instruction
    ARCS Model for Motivation
    Constructivism
Synchronous Learning Process
                                    Interactive/ Socialization



                                          White Paper
                                                                                      Rapid Simulation
                     Exercises                                                         Development
                                 Word                                   Games




                                          Instructor-Led                              Rapid Authoring Tools
                                                                  20%     60%
                                               20%
                                                                    Scenario-based
                    Practice                                        Simulations/
                                                                    Problem Solving
                                  PowerPoint               .PDF



                                                                                        Classroom

                                        Content Knowledge
*based on IBM learning model
Instructor-Led ---------------
                      750 hours to create simulation-based e-learning
                                                                                               Online, Self-Paced




                                221:1
                                Hours of development
                                per finished hour of instruction
                                On-line, E-learning
                                                                          $ Return on Investment
                                                                                                                     Impact of rapid
                                                                                                                     development.
                                                                                                                     shorter breakeven
                                                                         Break even point
$$ Development Cost




                                                                         10 months




                                                34:1
                                                Hours of development
                                                per finished hour of instruction
                                                Instructor-Led
                                                                                                                         Example Only


                                                                                   $$ Reoccurring cost, over time
   LMS
    ◦ Learning Management System
   KMS
    ◦ Knowledge Management System
   LCM
    ◦ Learning Content Management System
   Virtual Environment
    ◦ Learning Experience

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Leading A Learning And Development Team In Today’S Environment

  • 1. David Scurlock Learning and Development Leader
  • 2. Working knowledge and experience in the design, development and implementation of learning solutions.  Experience providing strategic alignment and direction supported with execution.  Experience managing, motivating teams.  Pragmatic understanding and experience within business environments.  Visionary; Passionate; Servant Leader
  • 3. Competitive advantage ◦ Increase Customer Satisfaction ◦ Grow revenues ◦ Drive Standards of Excellence ◦ Drive The Dynamic Organization
  • 4. Leadership Associate Customer Business Effectiveness Satisfaction Satisfaction Results Learning/Development and Performance improvement programs should support the Dynamic Organization
  • 5. Immediacy  Intimacy  Integrated approach ◦ Synchronous ◦ Asynchronously ◦ Problem-solving ◦ Collaboration ◦ Assessment
  • 6. Comprehensive-total solutions that address specific needs and skill gaps identified as part of the assessment process.  Organized-training structured based on adult learning theory and sound instructional design.  Relevant-based on contemporary best practices and practical real world concepts and programs.  Experiential-training sessions that include exercises, role-plays, and activities that challenge and draw on the experience of the participants.
  • 8. Sub-par productivity  Mistakes  Dissatisfied customers  Time getting help from others  Manager’s time reviewing and correcting  Attrition
  • 9. Define proficiency  Get Baseline  Harvest expert knowledge  Select the best method of delivery  Measure results in terms of time to proficiency
  • 10. Harvest Knowledge Store Knowledge Transfer Knowledge Initial Learning Ongoing Learning Desired Increasing Expertise/Proficiency Results
  • 11. Methodology for accelerating the development of proficient performance  Reduce time to proficiency
  • 12. Learn By Doing ◦ simulations ◦ cases ◦ real plays  Teachable Moments ◦ key information is available at decision point ◦ individuals are motivated to learn ◦ remember the information ◦ can immediately apply it to the job
  • 13. Systematic set of experiences ◦ Simple to complex ◦ Building process  Integrate knowledge and skills  Educational networking ◦ community of learners ◦ enables discussion and reflection ◦ motivates through peer interaction ◦ builds relationships
  • 14. Present Principles Self-directed e-learning Strategies & Skills •Instructor-led Link Knowledge to web based Business •Classroom Knowledge Application Training • Applications Workshops Daily Disciplines • Success Action Plans • On-going coaching and Support Success
  • 15. Curriculum Technical Delivery Support Platform These elements work together to provide the success factors in the development, design and implementation of learning solutions.
  • 16. Bloom’s Taxonomy  ADDIE Process ◦ Knowledge ◦ Analyze ◦ Comprehension ◦ Design ◦ Application ◦ Develop ◦ Analysis ◦ Implement ◦ Synthesis ◦ Evaluate ◦ Evaluation Gagne’ Nine Events of Instruction ARCS Model for Motivation Constructivism
  • 17. Synchronous Learning Process Interactive/ Socialization White Paper Rapid Simulation Exercises Development Word Games Instructor-Led Rapid Authoring Tools 20% 60% 20% Scenario-based Practice Simulations/ Problem Solving PowerPoint .PDF Classroom Content Knowledge *based on IBM learning model
  • 18. Instructor-Led --------------- 750 hours to create simulation-based e-learning Online, Self-Paced 221:1 Hours of development per finished hour of instruction On-line, E-learning $ Return on Investment Impact of rapid development. shorter breakeven Break even point $$ Development Cost 10 months 34:1 Hours of development per finished hour of instruction Instructor-Led Example Only $$ Reoccurring cost, over time
  • 19. LMS ◦ Learning Management System  KMS ◦ Knowledge Management System  LCM ◦ Learning Content Management System  Virtual Environment ◦ Learning Experience

Notes de l'éditeur

  1. In today’s changing and demanding business environment how a learning and development team functions and addresses business needs has changed as well.
  2. Learning/development and performance improvement should support achieving the overall business objectives.
  3. The overall learning objectives must be taken into account when determining the best solution to meet the demands of business today.
  4. Business runners are looking for better performance, accomplished with less expense and expect a faster time to proficiency.
  5. There are real cost associated with slow proficiency. By reducing the time to proficiency will result minimizing these cost.
  6. These are steps that can be followed to reduce the time to proficiency
  7. Here is the process and cycle associated with knowledge transfer in a way that helps to rapidly achieve expertise and proficiency.
  8. The performance centered learning process is the best approach to achieve real gains in proficiency. A variety blended solutions is used to deliver and support the process.
  9. Two well established approaches to instructional design.
  10. Based on a model development by IBM a model should be established for what a “blended solution’ should look like.
  11. Return on investment will vary depending the development cost and over what time that cost will reoccur overtime. On-line/technology based training can have a higher initial development cost but a lower reoccurring cost over time. Using rapid development tools and process can lower deve
  12. These are additional tools that would be part of a comprehensive learning and development solution.