Chapter 5

Developing the Training Design

In This Chapter

arrow Creating a supportive learning environment

arrow Designing materials to ensure that learning occurs

arrow Examining the pros and cons of presenting information

arrow Identifying a variety of activities

arrow Considering the purpose for using visuals

arrow Wrapping up an effective training session

Training is serious business. Or is it?

Educators know that children learn from play. Adults do, too. This chapter addresses the design and development of training. While the design and development of a training program is a lot of work, you should remember throughout to ensure that the design creates training that is learner-focused. That is, the participant learns all the KSAs (knowledge, skills, attitudes — remember?) while enjoying the process along the way.

This chapter discusses the third stage of The Training Cycle, design and development (see Figure 5-1). The training you design and develop is built on a foundation formed by two important aspects: adult learning principles and the learning objectives.

  • The adult learning principles, developed by Malcolm Knowles and discussed in Chapter 2, are the basic characteristics that distinguish adult learning from how children learn.
  • The learning objectives, created as a result of the needs assessment and analysis are discussed in Chapter 4; what the participant knows or does as a result of the training.
image

© John Wiley & Sons, Inc.

Figure 5-1: Stage III of The Training Cycle: Design and Develop the Program.

You may discover that some training designers create a distinct split between the “design” and the “development” of a training program. The distinctions for these folks focus on a couple of things.

  • Design focuses on preparing the designer for selecting and writing the materials. Actions include writing objectives, deciding on the sequence of content, identifying documentation, and planning the evaluation.
  • Development focuses on selecting and creating the materials. Actions include selecting and writing materials for the participants’ and the trainer’s use, documentation, and the evaluation of materials.

Do you see the similarities and the small difference? Other than writing the objectives, the design stage provides direction for what to do in the development stage. At any rate, this model combines the two.

In this chapter, I divide the design of training into three segments: what you need to accomplish at the beginning of the training, what you need to accomplish in the middle of the training, and what you need to accomplish at the end of the training. Beginning, middle, end. That makes sense.

  • Beginning: An opening that establishes a climate conducive to learning.
  • Middle: A body that ensures learning occurs.
  • End: A conclusion that provides a sense of closure to the training and anticipation for applying what was learned after the training experience.

Are you ready to begin the design and development process? Remember to have some fun along the way.

certificationinfo Instructional Design is one of the Areas of Expertise identified in the Association of Talent Development (ATD) Competency Model updated in 2014. It is one of the areas that trainers may name as an area of emphasis in their certification.

How Do I Begin?

Your training design starts with the end first: the expected improved change or performance of each participant. The learning objectives act as your guide to the design. List the objectives in the order in which you will teach them. You want to break some of the objectives down to the more specific skills and knowledge each person will acquire to improve their performance. Can you see an outline taking shape? That’s exactly what you need to begin the design process! Consider the following abbreviated outline of the topics used for a train-the-trainer session.

  1. Opening and Introduction
  2. Overview of The Training Cycle
    1. Define training and trainers’ roles
    2. Training cycle five stages
  3. Stage I: Needs assessment and analysis
    1. Conducting needs assessments
    2. Data collection methods
    3. Analyzing the data
  4. Stage II: Learning objectives
    1. Types of objectives
    2. Writing effective objectives
  5. Stage III: Design and Development
    1. Adult learning theory
    2. Sequence and structure
    3. Learning methods and activities
    4. Utilizing technology
  6. Stage IV: Facilitate the Design
    1. Trainer preparation
    2. Difference between presenting and facilitating
    3. Group dynamics
    4. Technology delivery skills
    5. Conducting activities
  7. Stage V: Evaluation
    1. Kirkpatrick’s four levels of evaluation
    2. Ensuring transfer of learning
    3. Designing evaluation instruments
    4. Using the data
  8. Training session follow-up
  9. Closing and wrap-up activities

How do you turn an outline into a training session? Entire books are written on the subject of designing a training program. Some designers want you to use a specific model, identify confirming and corrective feedback, identify the rationale, create task listings, list the resources (a.k.a. markers), determine a task criticality rating, develop a process map, identify evaluation criteria, identify units, create an information map, compare to an organizational scheme, on and on. I don’t know about you, but I can’t keep that many concepts in my head all at once.

What I can do is organize the content in a logical flow and figure out the best way to assist the participants to acquire the skill or knowledge required to achieve the desired performance. And that’s what you need to focus on for now. If you want to go into more depth, I suggest you contact your local chapter of ATD to recommend a design course.

Online or classroom

Oh, and one more thing. Before you continue too far with the design process, you need to find out how the training will be delivered. Someone else will most likely make that decision. The choices include Instructor-Led Training (you will see this referred to as ILT) in a virtual or traditional classroom, on-the-job training (OJT), self-paced, or technology-based training. ATD’s 2014 State of the Industry report announced little change in the past ten years. ILT continues to be the most often used learning method at about 70 percent. Of that, 55 percent is in face-to-face classrooms, 9 percent is in virtual classrooms, and 5 percent is led remotely (trainer in one place and the participants in another). Asynchronous and self-paced training are growing slightly each year. Blended learning is a combination of two or more delivery methods. What are the advantages of online learning?

  • Reduces travel and travel costs
  • Enables training anytime and any place
  • Asynchronous enhances the ability for just-in-time training
  • Enables developing a global workforce
  • May be more time responsive

What are the disadvantages of online learning?

  • Requires learners to adapt to new technology and learning methods
  • Requires more time and resources to develop
  • May not be suitable for all content

Blended learning

Blended learning is a solution to the either/or dilemma. Blended learning is particularly effective when the best of both worlds is used — that is, the best features of online and the best of a face-to-face classroom. It is a “blend” of many activities to achieve a learning outcome. For example, it could begin with a traditional classroom, followed by asynchronous online work and self-study, and a 90-minute virtual classroom and self-assessment to wrap up. Mentoring or peer support could provide additional support.

Both participants and the organization benefit. Less time may be spent attending classes when content can be learned by reading or self-study. This can be completed at the learner’s pace and at a convenient time. Time in the face-to-face classroom is spent in building relationships that enhance peer feedback and also provides an opportunity for skill practice.

Flipped classroom

Flipped classrooms were first popularized by Khan Academy. Participants study and explore concepts, data, and information through reading, watching videos, or viewing a lesson online prior to attending the face-to-face classroom. Time in the classroom is spent on role plays, practice activities, case studies, and exercises related to using the skills in the real world. The facilitator does less presenting of new concepts and spends more time coaching the participants.

pearlofwisdom Jane Bozarth reminds us that when we separate “‘traditional’ and ‘virtual’ classrooms, we suggest that they are entirely different undertakings. We need to remember that many activities used in traditional face-to-face training translate very easily to other environments.” She suggests that if you are mostly engaged in live-classroom work, you start paying attention to the times you conduct activities that are social and collaborative. Consider which activities can easily be translated to a virtual classroom or social learning.

Let’s design

Most of the rest of this book focuses on the ILT delivery method. Because over half of all training is held in a face-to-face traditional classroom, this book focuses on that design and delivery method. However, you will use the same fundamentals to design virtual ILT.

You have been asked to develop a training program. What’s next? These are the steps I use to design and develop a learning experience. I think you will find them easy to follow.

pearlofwisdom Before you dive in to design and develop the training program, obtain a clear definition of the limitations. Many a training session has been headed in a direction only to learn that resources are not available in the form of time, money, or people. Clarify the limitations first.

  1. List all the learning objectives for the session. This is the basis for the content.
  2. If you need to break the objectives down to smaller, more manageable units, do so now.
  3. Arrange the learning objectives into a logical learning sequence. The sequences that are most often used include these:
    • Chronological
    • Procedural order
    • Problem/solution
    • Categories
    • General to specific
    • Simple to complex
    • Less risky to more risky
    • Known to unknown
  4. Determine content ensuring that you have enough, but not too much. What do your learners need to know? Need to do? What specific knowledge and skills will help them achieve the learning objectives?
  5. Identify the best methodology — for example, role play, discussion, practice — to use to transmit the content to the learner.
  6. Develop or purchase the support material you need to go along with what will happen during the learning experience. This includes some or all of these.
    • Participant materials, for example, manual, handouts, job aids, texts
    • Visual and media support, for example, PowerPoint slides, videos, software
    • Activity support, for example, role-play cards, scripts, exercises, props, case studies
    • Trainer materials, for example, trainers’ guide, markers
    • Administrative support, for example, agenda, roster, supply checklist, evaluations
  7. Conduct a pilot to determine what needs to be changed or improved to achieve success.

tip If you need to play with the sequence of the learning objectives, you can do it on your laptop of course. Another possibility is to write each objective on a separate index card. Lay the cards on a table and move them around until you achieve what you’re looking for.

The rest of this chapter is devoted to how you fill in the gaps of the design outline you have created. It is divided into the three different parts of the session: the beginning, middle, and the end. (How’s that for a logical sequence?)

This chapter also discusses some of the methodologies you may use: lecturettes and over 50 types of activities. It provides you with tips for designing media and visual materials.

Designing a Dynamic Opening

The first five to ten minutes of your training design may be the most important of the entire session. A successful opening should accomplish several things:

  • Establish a participative climate
  • Introduce participants and foster relationships
  • Introduce the agenda
  • Clarify the participants’ expectations
  • List objectives of the training
  • Build interest, curiosity, and excitement
  • Learn something about the participants
  • Determine some minimum rules of engagement and ground rules
  • Establish your credibility

All about icebreakers

Have you ever attended a training session when someone droned on for the first 15 minutes about the procedure for completing the sign-in sheet, where the bathrooms are located, how to get to the cafeteria, how to get your parking pass stamped, and on and on? Really got you excited about the training session, I’ll bet!

I like to start my sessions with something that surprises or shocks the participants. For example, after being introduced, I have started by walking in with a large shopping bag full of T-shirts and saying, “They say you can’t tell a book by its cover. But I believe you can tell a person by her T-shirt!” I proceed to pull T-shirts out of the bag and read the funny sayings to the group. I hand them a bright sheet of paper (several different colors are used) with the outline of a T-shirt and ask them to use the crayons on the table to draw a picture or write a slogan on the T-shirt that represents their motto or what they stand for.

When participants have all finished designing their T-shirts — and it may take some prodding — I ask them to get up and find all the other participants whose paper is the same color as theirs, to introduce themselves to each other, and to explain their T-shirts (about 5 minutes). I ask them to sit down and have each person introduce themselves and their T-shirts to the rest of the group. At the end I have them all hang their T-shirts on the wall.

You discover in the “Selecting activities” section in this chapter how I use the T-shirt theme throughout the session. But for now, what have I done?

  • Grabbed their attention
  • Established a participative climate, instant involvement
  • Set the pace — fast
  • Put people at ease (including the trainer)
  • Initiated personal interaction and individual introductions
  • Heard everyone’s names
  • Had everyone speak once in the large group
  • Started to define the group’s personality (trainer observation)
  • Started to identify the individual personalities
  • Everyone learned something about each other (shortens the path to find other participants with similar interests)
  • Established a transition to the content

What!?! The content? Yes. I use this icebreaker for the train-the-trainer course that I teach, and after the final introduction, the class begins to process the icebreaker itself. And this is where I slip in a reference about my credibility: “As a trainer for the last 30 years I…” or “As the training director for…” or “As I discuss in my last book… .”

By the way, you should accomplish every one of these with your opening in a virtual classroom, too. If your virtual group will meet multiple times — as is often the case — the time you invest upfront during your icebreaker will pay dividends over and over.

As I write this I am staring at a quote written by someone who published an article in a training journal: “Icebreakers have nothing to do with course content, but they’re essential if you want people to work together.” Right on the last part, but absolutely wrong, wrong, wrong on the first part. With a little planning you should be able to design an icebreaker that introduces the content. See the “Design content-related icebreakers” sidebar for further information.

If a group is composed of people who know each other well, an icebreaker may not be necessary for getting acquainted; there are other opening activities you may need to conduct. The first five to ten minutes is a very important time for your session. A well-designed opening and icebreaker establish a climate that is conducive to learning.

What else will your participants expect in your design?

Your participants will expect you to design several orientation tasks to get the session started. If I am facilitating a session that lasts at least one full day, I generally allow about an hour for the opening activities. I find that investing time up front prevents other problems from happening later on. Okay, so how do I plan for that time?

  • Icebreaker: 15 minutes
  • Introductions: 20 minutes (1 minute per person)
  • Review agenda: 2 minutes
  • Mini needs assessment: 3 minutes
  • Introduce learning objectives: 10 minutes
  • Clarify their expectations: 10 minutes
  • Establish ground rules: 7 minutes
  • Housekeeping information: 1 minute

Remember these are estimates. Sometimes, the icebreaker takes longer or participants get wordy with their introductions. Build some slippage in the rest of the morning. Believe me this opening time is worth it. Of course, if this is a 90-minute virtual ILT, you will adjust it and you can shave time off of each of these steps. Notice I said, “shave time” off of each, not “eliminate.” For example, you can save time in your virtual classroom by sending the agenda, objectives, and ground rules prior to your session. At the same time you could do a mini needs assessment. You could also use a quick poll to learn about your participants. You could ask participants to introduce themselves by posting their pictures or a video introduction to the group’s website discussion board or other location before the session.

If you examine this list of opening activities, what must be developed?

  • You need to design the icebreaker, and if you need a handout (see information about Bingo in Chapter 24), you need to develop it.
  • You most likely want table tents (cardstock folded in half lengthwise) on which participants write their names; use markers with a broad tip so that participants’ names can be seen from all places around the room.
  • You want an agenda either printed on paper or accessible on their tablets.

tip I do not put specific times on the agenda. Participants get nervous if they see that you’re behind by 30 minutes. They don’t understand that you may be currently covering something that was planned for later or that you know that what they are addressing now is much more important than something later and that you can decrease time on another activity.

tip I print my personal agenda on brightly colored paper with time required for each activity. I use bright paper so that I can see it if it gets lost under handouts tossed about in your space. I need to have those times so that I keep the class on track. I like to allow flexibility to meet participants’ needs, but I also need to take full responsibility for achieving the learning objectives.

  • You need to know what information you need for the mini needs assessment. In the case of the train-the-trainer, I wanted to know how long they had been trainers, whether they had ever attended a train-the-trainer, whether they had designed training, and finally whether they thought that training was their destined profession.
  • You may want to post the learning objectives and hang them on the wall after you discuss them, keeping them visible.
  • You need a way to annotate participants’ expectations and the ground rules — perhaps compiled on a slide or flipchart pages. I do not dictate ground rules. The groups establish their own. I find that they buy in and follow them better that way.

Finally, be creative. Think about ways that you could use Instagram, Twitter, or other social media tools for introductions. That wraps up the design for the opening.

Designing the Body to Ensure Learning Occurs

You have designed an opening for the training session that meets the requirements to establish a climate that is conducive to learning. Now get started on the middle, which is the bulk of the training. It requires that you design factors into the session that ensure that learning occurs. The purpose of the body is to ensure that your participants

  • Accomplish the stated objectives.
  • Learn all the concepts presented.
  • Practice the skills.
  • Acquire feedback.
  • Understand the application to the job or beyond the training experience.

Lectures

You know how important it is for learners to be actively involved in the training. Yet there may be times when you need to deliver new information; a lecture may be unavoidable. In that case, you need to present the information. Even so, I never use the word “lecture.” I use a made-up word, lecturette, for these special times. It gives the illusion of being less tedious and a bit more playful! And that’s exactly what I am recommending you do with your lecturettes. Make them playful and learner-centered.

Problems with a lecture

“So what’s so bad about a lecture?” you may ask. You’ve probably heard hundreds of lectures in school, and you survived that. It’s not that a lecture is bad, but there are better ways. First, consider some of the problems with a lecture.

  • It doesn’t involve the participants.
  • Ignores participants’ experience.
  • It rarely stimulates excitement and involvement.
  • The trainer, due to minimal feedback, has no way of knowing whether participants understand the concepts.
  • It is one-way communication, often resulting in passive learners who do not have an opportunity to clarify material.
  • People may leave with incorrect information.
  • It may be physically uncomfortable.
  • Can be dull and boring.
  • It is impossible to hold individuals’ attention for long periods of time.
  • Success is dependent upon speaking ability.
  • It doesn’t account for various learning styles.
  • It creates a poor transfer of learning.
  • It is difficult to reinforce an audience.

Can you think of other problems with lecturing?

Some appropriate times for a lecture

On the other hand, there may be times when it is best for you to lecture. Perhaps you have been in situations like these:

  • A short presentation of less than ten minutes followed by another activity can be appropriate for introducing key conceptual ideas.
  • When used in conjunction with a variety of activities, a lecture can be a refreshing way for participants to just listen while they learn.
  • If you need to disseminate a large amount of information in a short period of time, a lecture may be appropriate. However, it should be accompanied by a job aid or some other materials for future reference.
  • A lecture may be appropriate if you need to maintain control of the group and reduce verbal resistance.
  • A lecture is appropriate when specific information must be disseminated that affects ethics, legal aspects, safety, and so on.
  • A well-prepared, humorous lecture may stimulate a group.
  • Guest speakers, who are known for their expertise in a given content area, may be admired for their lecture. This can backfire, however, if the speaker loses the group.
  • You may use a lecture when a group is so large that participative methods would be chaotic.

Are there other times when lecture may be appropriate?

If you must use a lecturette, make it participative

How in the world can you design a participative lecturette? Try these suggestions. Most are practical and easy to design in to any presentation.

  • Design pop quizzes in the middle.
  • Plan to ask questions regarding predictions or recall of information.
  • Create a conversation between trainer and participants.
  • Intersperse tasks or demonstrations.
  • Develop a guided note-taking page in the form of questions or fill in the blanks.
  • Develop handouts with a key-word outline of the presentation with room to write.
  • Design visuals to go with the presentation so that participants can follow your words visually.
  • Stop midstream at various points to ask whether everyone is with you.
  • Design a partial story at the beginning and complete the story after the end of the lecturette.
  • Find ways to interject humor, such as creating a cartoon to match the content you present.

remember Present content if you must, but build in participation.

Countless alternatives to lecture

There are hundreds of alternative methods you can use to replace a presentation. Recognize that many of these methods usually take longer than a lecturette, but a well-constructed activity enhances learning because the participant experiences the learning by being personally involved. For example, in the classic NASA “Lost on the Moon” exercise participants experience the power and value of group decision making.

Why would you use an activity anyway?

  • Activities are energizing. Use games in your design to give people a break, time to stretch (their brains, as well as their bodies), to relieve stress, and to just get energized.
  • Activities get people working together. Build rapport among participants to increase the amount of knowledge floating around the room. More learning occurs when everyone is sharing and learning from each other. As the trainer/facilitator you have a body of knowledge, but the compiled knowledge of your group far outweighs what you know.
  • Activities promote learning by doing. Your participants retain the knowledge better if you can engage as many of their senses as possible.
  • Activities provide you with a way to reinforce information. It would be pretty boring if you stated the same things over and over in the same way, even though you know that repetition is good. Activities allow participants to experience the same information in another way.
  • Activities are motivational. Learners respond because they are actively involved. It is a pleasant way to learn.

Thousands of activities, games, and exercises exist. Or you can create your own. One of the best resources for games is The Games Trainers Play series by Ed Scannell and John Newstrom (published by McGraw-Hill). If you are looking for activities for your virtual ILT, start with these authors: Michael Allen, Jane Bozarth, John Chen, Darlene Christopher, Cynthia Clay, Margaret Driscoll, Jennifer Hofmann, Cindy Huggett, Karl Kapp, Becky Pluth, Kella Price, Clark Quinn, Patti Shank, and others.

Presentation variations

Presentations refer to any method that gives information to the participants with less interaction than many of the other methods.

  • Panel: Participants, managers, customers, or top executives, provide a unique opportunity for an intimate discussion or a Q&A session.
  • Tour: Visit someplace in the organization where a host guides you through the information you need to know, for example, the corporate library, to demonstrate how to retrieve information.
  • Guided note taking: Create handouts that have spaces available to add information during a lecturette, watching a role play, or viewing a video.
  • Storytelling: Telling an event (true or fictitious) that has a moral or lesson, or demonstrates consequences. The punch line leaves the listener inspired, influenced, or improved, without explaining the learning point.
  • Debate: Two teams address two different sides of an issue to explore perspectives from both sides.

Experiential learning activities

Experiential Learning Activities (ELAs), sometimes called structured experiences, are in a category of their own. ELAs are activities that are specifically designed for inductive learning through the five-stage cycle associated with them: experiencing, publishing, processing, generalizing, and applying. Details for ELAs can be found in Chapter 8. ELAs are especially useful in a change-management situation, or when attitudes are an issue.

Demonstrations

Demonstrations typically involve someone showing the participants a process or modeling a procedure.

  • Instructor role play: Role play by two instructors to demonstrate a technique or make a point, followed with discussion.
  • Field trips: Visit the location where the action takes place. If you’re teaching customer service, visit your call center and listen in on a few live calls to discuss technique.
  • Video, DVD: Use clips from training or commercial videos or sites such as YouTube as a basis to identify issues, solve problems, or consider examples to use as application options. Be sure to follow copyright laws.
  • Magic tricks: Use magic tricks to help you make an analogous point within the training session.
  • Coaching: Sometimes conducted outside a training event, it could be used as participants practice a particularly difficult skill. Participants coach each other in pairs during role plays or other skill practice.
  • Interviews: Participants ask questions of a resource person who attends the training session at a designated time. Purpose is to obtain another perspective, hear from the expert, or add knowledge.
  • Props: Oh my gosh! So many possibilities! Bring tools: “As a team player I am most like a _____.” Bring chunks of two by fours for participants to write the skills they have acquired and “build” the final structure. Bring packets of seeds and use as a metaphor for the “seeds of communication.” Well, you get the idea.

Reading

Reading refers to any method pertaining to interacting with the printed word.

  • Read ahead: Materials provided to participants to read prior to the session.
  • Letters to each other: Participants write letters to each other to provide feedback or as a summary of what each has learned in the session, or as follow-up after the session.
  • Story starters: Participants are given a partial situation and complete it practicing the skills and knowledge they are learning in the session.

Drama

Drama refers to methods that require the participants or the facilitator to act out a role.

  • Skits: A short presentation by small groups to demonstrate skill or knowledge learned.
  • Survival problem solving: Usually used as a team-building activity in which a team is placed in a role that represents danger. The team works together to make decisions and uncover their strengths and weaknesses.
  • Costumes: Can be used by the trainer to make a point or play a role. Partial costumes, hats for example, could be analogies for the different roles (hats they wear) people play on the job.
  • Writing a script: Participants can script a role play for other participants based on the content.

Discussions

Discussion methods refer to two-way discussions that occur between participants and/or the facilitator.

  • Buzz groups: Two people “buzz” for one to two minutes about a topic before sharing their ideas with the larger group.
  • Round robin: Trainer gets opinions from everyone in the session. Discussion or rebuttal is held until everyone’s ideas have been stated.
  • Brainstorming: A process for generating a large number of ideas without judgment.
  • Nominal group technique: A problem-solving tool where ideas are initially generated in silence, then weighted, and prioritized.
  • Fishbowl: Group is divided with half the participants sitting in a circle (the fishbowl) discussing a topic. The other half of the group sits around the perimeter and can coach during the discussion, can silently motion to replace someone, or can offer feedback at the end. Several variations.
  • Develop a theory: Participants make up a theory related to the knowledge or skills they are learning.

Cases

Cases generally refer to learning methods in which the participants are presented with scenarios requiring analysis and suggestions for improvement.

  • Case studies: A real or fictional situation is presented to the participants to analyze and recommend solutions. If an actual situation was presented, the facilitator usually shares the actual outcome.
  • In-baskets: Items are given to participants that replicate problems, messages, and tasks that could actually show up in someone’s inbox. Participants must make decisions, manage their time, and establish priorities as they address the items.
  • Critical incidents: A short version of a case study, which focuses on the most vital aspects of a problem situation.
  • Sequential case studies: Participants are given a portion of a case study. Depending on the decision they make on the first portion, a second, third and perhaps even a fourth set of data are distributed. All groups may end up in different places.
  • Problem-solving clinic: Participants bring real-world problems for the rest of the group to solve.

Art

Art entails more creative methods involving drawing, design, sculpting, or other nonword events.

  • Portraits: Participants create portraits of themselves being successful at learning the content of the session or as an opening activity to introduce themselves to the group.
  • Cartoons: Can be used as energizers or to reinforce knowledge or skills that are being taught. Be sure to abide by copyright laws.
  • Posters: Participants create posters to make a point, summarize information, and so on.
  • Draw how you feel about _____: Exactly what it says, draw how you feel about whatever the topic is. Can be reworded such as draw a logo that represents teamwork.

Playlikes

Playlikes are learning methods that are similar to dramatizations but less serious and more open ended.

  • Role plays: Participants act out roles, attitudes, or behaviors that are not their own to practice skills or apply what they have learned. Frequently an observer provides feedback to those in character.
  • Role reversals: Participants assume the role of the person with whom they interact daily, for example, their bosses.
  • Video feedback: Participants are recorded during a role play or presentation. They view their own tapes and complete a self-critique.
  • Outdoor adventure learning: Sometimes called ropes courses; used for problem solving and team building.
  • Improv: Short for improvisation, actors create a skit without a script. Input and ideas are gleaned from the audience.
  • Simulations: A training environment that closely represents the real environment to allow participants to practice skills.

Games

Games refer to any board, card, television, computer, or physical event that leads to learning or review of material. A game requires a challenge, rules, and feedback resulting in a measurable outcome.

  • Crossword puzzles: Computer software can take a list of terms from the session and arrange clues and words into a crossword puzzle.
  • Relays: Teams set up in a relay to compete to be the first to complete a set of instructions. Good for review of concepts to test skill acquisition.
  • Card games: As many variations as there are cards! Various pieces of data can be placed on cards to solve a problem.
  • Computer games: Good for reinforcing skills back at the workplace after the session.
  • Any board-game adaptation: Many board games such as Trivial Pursuit can be adapted to the content of the training.
  • Any game-show adaptation: Game shows such as Jeopardy! can be adapted to the content of the training.

Participant directed

The method refers to situations where participants take the leadership role in the delivery of training to others, or the analysis of their own learning.

  • Social learning: Though it is usually considered informal and unconscious, it can be designed into a training event using social media tools: wikis, blogs, Instagram, Facebook, Twitter, LinkedIn, and others.
  • Skill centers: Several areas are set up around the training room to practice skills or test knowledge. Participants move from one area to another selecting the ones most appropriate for them to master.
  • Teaching teams: Participant pairs select a topic from the agenda and teach the rest of the group.
  • Digital storytelling: Participants create a 1–2 minute video to capture examples or viewpoints related to the topic. Effective for virtual and traditional classrooms.
  • Self analysis: Usually a series of questions with correct answers to review knowledge. May also be a set of thought-provoking concepts or questions that allow participants to examine their personal attitudes.
  • Teach backs: Participants are given a small portion of content which they study and “teach back” to the rest of the participants. This can be conducted in small groups or the larger group.
  • Journaling: Participants keep a written record of thoughts, feelings, reactions, successes, plans, and action items.
  • Research: Challenge given in the classroom for participants to track down the correct answer between sessions. Can be used to locate information during the session on the Internet.

Participant events

Participant events refers to learning methods that have a specific placement in a training session.

  • Icebreakers: A structured activity usually used at the beginning of a training session to initiate participation and introductions.
  • Energizers: A brief activity, exercise, or brain teaser offered to “energize” the group.
  • Closers: Group activity used at the end to bring closure to the session, make commitments, review key points, plan application actions, and celebrate success.

As you peruse this list, you can see that with some adaptation almost all of these activities can also be used in your virtual ILT. Right? Some, such as videos and reading, can be used as preliminary work. Journaling, in-baskets, coaching, and self-analysis can be used as follow-up reinforcement. Most of the rest can, with slight adaptation, be used during the virtual classroom. Think Skype for a tour or prepping a couple of learners to complete a role play or a teach back.

remember Engaging participants every three to five minutes in a virtual ILT session seems to be the expectation.

Hey! What about gamification? Gamification uses game-based elements to motivate or engage people or promote learning. The “games” in our list may be the basis for that to occur. Gamification utilizes gaming elements to ensure a change in behavior and the transfer of learning to the workplace.

namestoknow Looking for more information about gamification? One of Karl Kapp’s books such as The Gamification of Learning and Instruction (Pfeiffer, 2012) is just what you need.

Selecting activities

Okay, you’re exhausted just looking at a few of the activity possibilities. How do you know which activities to select? Use two criteria. First think about the learning objective. In which learning category does it fit? Is it knowledge, skill, or attitude? Match the learning category to the activity. The examples discussed in this section show what I mean. Some of the activities can be used for more than one category of learning. Don’t try to perfect this step. This just gets you started.

Next, consider other aspects of the activity. But first, examine the learning category examples.

Strategies for different learning needs

How do you know which type of activity to select? Remember the three categories of learning? Use them as a guide. There will still be some crossover, but it is a place to start.

Different types of learning require different strategies. Match the strategy (type of activity) to the learning objective. Here are a few examples for you.

Knowledge

If you want people to gain knowledge about something, furnish them with information through these activities:

  • Articles
  • Short presentations
  • Diagrams
  • Audiotapes
  • Buzz group

Skills

If you want people to be able to do something and acquire a new skill, help them experiment by using these activities:

  • Case studies
  • Demonstrations
  • Role playing
  • Videos and practice
  • Exercises
  • Worksheets

Attitude

If you want people to change their values or priorities, assist them to inquire into and observe the old versus the new by using these:

  • Instruments
  • Role plays
  • Debates
  • Structured games
  • Exercises
  • Self-analysis

Considerations for selecting activities

What other questions should you ask when selecting activities?

  • What is the purpose? Be sure that the design actually accomplishes what the learners need. If they need practice, don’t provide a word-match game or a demonstration.
  • How well does the activity assist with accomplishing the learning objective? Sometimes, a learning objective is broken down into smaller segments. Be sure that the time you invest in activities represents the most critical of objectives as well as covers the most of each.
  • How much time does the activity take? How much time to debrief? If you don’t know how much time, better try it out with a group prior to the session. Don’t skimp on time if the knowledge or skill is important. Also, don’t try to save time by skipping the debrief. Participants leave an activity without a debrief wondering “What was that all about?” If you do not have time for the debrief, don’t do the activity. Also consider how rigid the time restraints may be for the activity and know what you can do if you run short of time.
  • Is the time investment worth the amount of learning that will occur? Concepts can be taught in many ways. Activities provide a hands-on opportunity for participants to master knowledge or skills that may be harder to master through discussion. Because activities take more time, it is important to be certain that the concepts are related to the most important learning objectives.
  • Is it fun — at least stimulating and interesting? All activities don’t need to be grins and giggles, but if they aren’t at least interesting, learners will find something else to do — or think about. You know it’s true with virtual ILT! Admit it. Your mind drifts during virtual events!
  • Do all the participants have the minimum skills to contribute and learn from the experience? Or are skill levels uneven among participants? Speaks for itself. You may not know about everyone in the session; that’s why you’re constantly observing and learning about your group. If you suspect that someone will have difficulty, determine how you can offer support without being obvious. It may be in whom you pair the person with, what you assign the individual, or how you offer nonchalant sideline coaching. Sometimes, activities can be created in which those with higher skill level deliver the content.
  • How comfortable does the activity seem? Your needs assessment should provide information about what is culturally acceptable in general. In addition, build up to riskier activities as the group is together longer. For example, role plays tend to be more acceptable later in the training sequence.
  • Is the activity appropriate for the size of the group? Some activities that focus on creativity or mental imagery may seem threatening in small groups. On the other hand, some groups may be too large for certain activities or there may not be enough space to have small groups spread out to complete the activity. In a virtual classroom, ensure that there will be time to hear from all groups.
  • Does this activity maintain the tone and climate the participants need? If you’re trying to build teamwork, it may not be wise to interject an activity that tears apart what you’ve built. If you’re encouraging participation, you may think twice about an activity that the quieter people may deem threatening.
  • Does the activity have enough real-world relevance for this group? If not, you may wish to find another, or add the relevance that is missing.
  • How flexible is the activity? Mold the activity so the participants are able to easily relate to the situation.
  • Will you be able to easily provide clear, succinct directions? The easier the better. Remember you may have 20, 30, or more participants in your session. If the directions are complex and you still think the activity is worth it, plan for how you can ensure the directions are followed. For example, you could have the directions printed so groups can read them or you could dispense the directions in small doses.
  • Will the learning that occurs be straightforward? If participants end the activity requiring much explanation, you will frustrate the learners. Better skip it.
  • What is the timing and the sequencing of the activity? Avoid conducting two similar activities back to back. Think about the time of day, as well. Incorporate activity and movement immediately after lunch. Increase risk as you move through the day.
  • How may logistics affect the design? If you need to travel, you may not want to lug lots of props. It may be difficult to conduct a relay if the room is not large enough. If two trainers are available you may be able to include demonstrations or role plays. Equipment availability also shapes the activities you select. If your participants haven’t experienced virtual classrooms, placing them in a chat may take more time.
  • Will the experience and the debrief provide participants with the skill or knowledge they need to acquire from the activity? Will you be able to easily relate it to the previous as well as the next training module? Finally, how will you evaluate the effectiveness of the activity you chose or designed?

pearlofwisdom It may seem like a lot of questions. If you’re new to design, go through each one. Trust me when I say that eventually, this will become second nature to you. You will read a learning objective and immediately have an idea of what activity type will work best.

One last word about activities

Activities can be fun to design and to plan into your training. Remember that balance is the key. To be most successful with activities or games in your session you must be sure to do the following:

  • Have a purpose. Don’t plug a game into a training session just because you have a space. Design it in by linking it to a learning objective. Ensure that you include plenty of practice opportunities.
  • Know the activity. During the design stage, try out any activities on a small group to see whether they accomplish the purpose for which you have selected the activity.
  • Think variety. As you design the training program, include different types of activities. It is unlikely, for example, that you would use more than one case study in a day when you have so many different activities from which to choose and so many learners with different learning preferences. Satisfy visual preferences through color, charts, pictures, and video clips. Satisfy auditory preferences with debates, discussions, and stories. Satisfy kinesthetic preferences through role plays, games, and practice.
  • Create a consistent theme. As you design a training program, think of a theme that you could use throughout, or an early event that you could return to, to create consistency. In the “All about icebreakers” section earlier in this chapter I shared my T-shirt icebreaker. I continue to use the T-shirts that participants created during the icebreaker throughout the training program. How did I do that?

    The group was in the team-formation stage, so I used it as a team-building exercise. Throughout the three days, participants wrote on each other’s T-shirts completing these statements:

    • Something I learned about you today is… .
    • One thing we could do together is… .
    • Something I’d like to know about you is… .

Finally I used the T-shirts to bring closure to the session by having participants write on at least two other participants’ shirts with a request to “stay in touch” and add their contact information.

Adding Zest with Visuals

I can’t imagine facilitating a training session without visuals. They are so useful! Here’s what’s available:

  • PowerPoint, Prezi, or other slide type visuals
  • DVD players
  • Interactive white boards, SMART Boards
  • Flipcharts, posters, or graphics
  • Blackboards, whiteboards, and felt boards
  • Participants’ own devices and laptops
  • Props

Knowing why you need visuals

Why use visuals? The benefits far outweigh the problems they cause and the time it takes to create them. The first bullet is the most important one on the list.

  • Participants grasp the information faster, understand it better, and retain it longer
  • Clarifies a point (a picture is worth a thousand words)
  • Adds variety
  • Communicates message both visually and aurally (through your presentation)
  • Emphasizes a point
  • Makes you more persuasive
  • Helps you be more concise
  • Enhances a transition to change the focus
  • Adds color
  • Keeps you organized and on track (visuals cue you about content and what’s next)

You’re sold on using visuals. Now what do you need to know during this design stage?

Creating effective visuals

As you design the visuals that will support your training, ensure that you remember what makes them effective. Visuals are most effective when

  • They are relevant to the subject (obvious, but I had to say it!)
  • They are visible and understandable.
  • Page orientation is consistent, using either landscape or portrait.
  • Words are large enough to read.
  • They are oriented to the listener: “Here are four ideas you will… .”
  • Color is used appropriately.
  • The typeface varies in boldness and size.
  • The print is in both upper- and lower typeface.
  • The typeface enhances the readability (usually a san serif font).
  • Bullets set off each point.
  • They enhance your performance rather than replace it.
  • The visual becomes an extension of you and your message.
  • They are tied together with a common theme — for example, a sketch, graphic, background color.
  • They are customized for the group.

Designing slide presentations

Most trainers use PowerPoint as their visual design tool of choice. PowerPoint is an efficient tool, but when used incorrectly it loses its effectiveness. Prezi has gained some support since its cloud-base allows you to present from your browser, desktop, iPad, or iPhone.

  • Keep the limited flexibility in mind because it is not easy to change the slide order or to add content while you present.
  • Use a graphic theme and stay with it for the most part; try something other than the canned PowerPoint formats.
  • Use a template that has a fresh look and one that uses a minimum percent of the screen.

remember Follow the 8 x 8 rule; this refers to the number of lines down and words across a visual; 6 x 6 is better for larger groups.

  • When presenting a list, design it so you can reveal text one line at a time.
  • To further emphasize the line item you wish to discuss, change the color of the newest item or have the previous items fade subtly.
  • Headings should be 36 to 44 points (pt) and body 28 to 32 pt, but no less than 24 pt.
  • Select one primary transition throughout the content for each module.
  • Fade to black to signal a new module or if you want to pause for discussion or an activity. Practice using your “B” key while presenting.
  • Use a subtle background.
  • Ensure that there is enough contrast between typeface and background.
  • Use clip art sparingly. Excellent stock photos are better. Check with your graphics department for availability.
  • If you use animation, select one type and use throughout a module or content section.
  • I don’t recommend sound effects, but if you use them, keep them brief, and make sure they add impact.

Designing or selecting DVD or video clips

A video clip adds a surprise element to a training session. To be effective follow a few guidelines.

  • Develop program objectives first and then select the best clip to meet your need.
  • Be sure to consider asking participants to use their own devices, laptops, tablets, or phone to look up videos from sites such as YouTube.
  • Show only the portion required to make the point; provide a brief explanation about what happens up to this point.
  • Provide an introduction that includes the title and tells why you’re showing the film.
  • Preview before showing.
  • Devise open-ended questions that clarify the objectives of the film and create discussion following it.
  • Media should be proportionate in length to your session.

Designing flipcharts

Design flipcharts? You’ve got to be kidding! No, I’m not. Planning an effective flipchart page is just as important as a PowerPoint slide. I usually sketch out the design and words on paper so that when it comes time to actually put the words on the chart paper, I know what I want it to say.

  • Plan the order of the charts and remember to include blank pages for participant ideas and brainstorming.
  • Plan for clear and descriptive headings.
  • Consider using a box, cloud, underline, or other graphic to set off the heading, especially if you may use more than one page for one topic.
  • Identify the specific words you will use.
  • Know whether you will want to leave space to add information during the session.
  • Plan for letters that are 1 to 3 inches high, and ten or fewer lines per page.
  • Plan sketches ahead.

tip If you have a model or drawing that you like, but you’re not an artist, trace it. Create the flipchart ahead or take a copy to the training setup with you for tracing. If you use a model more than once and participants do not interact or write on the chart, you may wish to have it designed professionally as a poster.

  • A design that includes bullets can help guide learners.
    • Numbers suggest a process, sequence of events, or priority.
    • Bullets suggest a list without priority.
    • Boxes suggest something that may be checked off after it is complete; for example, learning objectives for the session.
  • Design the colors of markers; for example, two different colors for every other idea on a list, dark colors for words and bright colors for highlighting.

Designing handouts or participant books

Participant handouts should not be just a page full of words. You can ensure that handouts and other printed participant materials are effective if you consider these ideas:

  • Know how the handout will function in terms of note taking, exercise, and as a future resource.
  • Use heads and subheads in a variety of type sizes and degrees of boldness.
  • Don’t mix too many typefaces.
  • Experts recommend that you use a serif typeface which makes the letters appear to flow from one to the next.
  • Use graphics and sketches.
  • Use bullets, dashes, borders, indentations, and margins for ease of reading.
  • Number the pages.

Designing a Finale That Brings Closure

It’s 4:25 and your session is scheduled to end. Do you just say “That’s all folks. Goodbye!”?

Well, of course not. Although it is a small portion of the training session, it is an important one to ensure transfer of learning beyond the classroom Just how long is this part of the training? If it is a half-day session, you need at least 15 minutes. If it is a two-or-more-day session, plan on at least 30 minutes. If it is a 90-minute virtual session, allow 5 to 10 minutes. If you test participants before they leave, add time to complete the test. Remember these are just guidelines from my experience. You may have a unique situation.

The conclusion should provide a sense of closure for the learners. It should also create anticipation for applying what was learned. So what can you include in the design to bring about closure?

  • Ensure that expectations were met.
  • Provide a shared group experience.
  • Evaluate the learning experience.
  • Request feedback and improvement suggestions.
  • Summarize the course accomplishments and gain commitment to action.
  • Send them off with a final encouraging word — or two.

Ensuring that expectations are met

One of the easiest ways to do this is to design time into the agenda to go back to the participants’ expectations they shared at the beginning of the session. Did you accomplish all that was expected?

Providing a shared group experience

You may wish to design a closer for your session. It may be used to state a commitment about next steps, review key points of the training, plan for the next actions, or identify how to apply what was learned. It may also be used to celebrate success.

If the group has bonded, you may also wish to do something that helps keep people in touch with each other if they work in different departments, at different locations, or even at different companies. A list of names and emails is an easy perk to supply.

I usually design a large group send-off experience. An old favorite goes like this. Have all the participants stand in a circle. Ask each to state what they are going to do as a result of the training within the next ten days. I like this for two reasons. First, each statement gives other participants ideas of other things they could implement. Second, this call to action helps participants bridge the distance back into the real world.

Evaluating the learning experience

You will want to develop an evaluation for the session. Remember that you may need to evaluate at a couple of different levels. Chances are that if you’re new to designing training, someone else will assist you with the evaluation for the session. You will find additional information about evaluation in Chapter 13.

Requesting feedback and suggestions

You may also wish to design time into the agenda to obtain verbal feedback and suggestions from the participants about how to improve the session before you offer it again.

Yes, you may ask some of those questions on the paper evaluation that you design. On the other hand, the group discussion often provides more useful ideas because they can be clarified.

Accomplishments and commitment to action

I usually build this into the shared-group experience in some way to save time. You may wish to use a game, or if time is critical, you may wish to conduct a brief large-group discussion at the close of the session. Examine the expectations and the learning objectives to ensure they were all accomplished. Then ask for volunteers who could talk about how they intend to implement what they learned back on the job.

In the case of the train-the-trainer, presented throughout this chapter, participants wrote a memo to themselves regarding two performance improvements they intend to make. When most people were finished, I asked for volunteers to share one of their improvements with the rest of the group. They placed the memo inside an envelope and addressed it to themselves. I collected them, and one month later, mailed the memos to each trainer.

tip Jenn Labin suggests that a good closing activity is to have participants send a calendar appointment to their supervisors to meet and discuss outcomes of the session. This is a great way to ensure transfer of learning and to obtain the supervisor’s support for new performance.

Sending them off with an encouraging word

One last thing I like to do is to put up a cartoon, a quote, or some inspiring thought that is both rewarding to the learners and pertinent to the next action they must take. In the case of the train-the-trainer session, I did two things. The first thing I did was to use a mind-teaser.

  • They were concerned about how they would remember all that they had learned. I have a slide that I put up in cases like this. The slide can be interpreted two ways — with exactly the opposite meanings. Therefore, I ask people to read it out loud as soon as they see it. The slide says: “OPPORTUNITYISNOWHERE”
    • Some read this as “opportunity is nowhere.”
    • Others read it as “opportunity is now here.”
  • I explain that just as the letters are the same and can be interpreted two different ways, they are leaving the session with an experience that can be interpreted by them in two ways. They have an opportunity to believe they will be successful, or to believe they will not be successful. And no matter what they believe, they will be right. It is really about attitude. The right attitude goes a long way with skills that are maturing.

The second send-off was that I asked them to take their T-shirts with them. I encouraged them to take them home and hang them on their refrigerators. This is a super activity, especially if they have children. Mommy and Daddy are bringing home their school work! It opens discussions at home about what happened in the training. The T-shirt motto is an interesting discussion point, but it is the comments that colleagues wrote on the shirt that is even more interesting to families.

Lastly, stand at the door, shake participant’s hands, wish them luck, and say goodbye.

remember Be sure to design enough time into the plan to include a proper send-off. Nothing is more discouraging than to have the training session fall apart during the last hour because it is behind schedule or that the design is not as tight as the rest of the session.

The schedule for the last half hour of the train-the-trainer looked like this:

  • Reviewed expectations on wall chart: 5 minutes
  • Self memo (two performance improvements I will make): 10 minutes
  • Volunteers shared with larger group: 5 minutes
  • Evaluated the learning experience: 10 minutes
  • OPPORTUNITYISNOWHERE: 2 minutes
  • T-shirts and goodbye: 3 minutes

Selecting Off-the-Shelf Materials

You may decide to purchase off-the-shelf materials instead of designing them yourself. However, you most likely still want to customize them for your organization. In that case, ideas throughout this chapter can help you with that task.

Will off-the-shelf meet your needs?

At first glance, purchasing materials that have already been designed and that are packaged, tested, and ready to implement may appear to be a perfect solution. Here are some possibilities for pre-packaged training:

  • Presenters and speakers from consulting firms, speakers’ bureaus, and universities.
  • Asynchronous content or videos on almost any training topic.
  • Your company’s corporate Learning Management System (LMS) and its learning vendor are ready resources.
  • Public seminars offered regularly by training and consulting firms; some are on a regular travel schedule presenting in most large cities.
  • There is an explosion of MOOCs (Massive Open Online Courses) offered by universities and other providers.
  • Packaged training programs include the participants’ materials, a trainer’s guide, media and visual support, computer support and programs, and even the job aids, the “cheat sheets” that participants take back to the workplace to remind them of what they learned.
  • Customized training packages designed by training and consulting firms but created to your specifications; most start with a needs assessment.

Adapting the design

Buying a training program isn’t always as easy as it sounds. To ensure that the design achieves what it needs to, you will most likely need to adapt the design to your organization:

  • Circulate the off-the-shelf program to key managers and participants. Ask for their suggestions to make it a perfect match for your organization.
  • Review the program well in advance of the training. Make notes in the margins using company examples, anecdotes, policies, and so on that bring the topic home.
  • Weave your organization’s core themes and philosophies into every part of the program. The skills and behaviors taught may be generic, but the way your organization applies them is not.
  • If a technical process or procedure is being taught, add or delete steps to be consistent with the way the process is performed in your organization.
  • If a behavioral skill is being taught, add comments that reflect your organization’s management beliefs and philosophy regarding the behavior.
  • If you’ve chosen a MOOC or other predetermined course, you can create introductory and follow-up materials so that the learners’ managers can discuss the differences with them.

So, make or buy? That’s the question. If you’ve decided to buy an off-the-shelf program, find out as much as you can about the package and the company before you buy. What exactly are you buying? What do others say about the product? What kind of support will you receive? How consistent is the content with your needs and your organization’s culture? How much will it cost?

Pulling It All Together

At some point you need to capture your design on paper. Most designers use a simple matrix to organize their scheme. Later, a trainer’s manual may be written with much more detail. But for now, something simple will serve you well. The design guide that I use has four columns like the one you see in Table 5-1. Think of the design guide as a blueprint if you were building a house. Use it to capture your plans. You see that it has just enough information so that you can capture the flow of content from a big-picture perspective. You identify the knowledge or skill and the activity or method you intend to use. List also the support materials (participant handout, media or visual, prop) required and how long it will take. If you’re like most trainers, you have too much in your initial design. You may have 7 hours of available face-to-face time with your learners, and your design is twelve hours long. Trust me, that’s normal.

Table 5-1 Design Guide

Module _______________________________ Time _________________________

Objectives:

*

*

*

Time

Knowledge or Skill

Activity or Learning Method

Support Materials and Media

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Before you begin filling the blanks, think about the factors that affect your design and the strategies you may consider. The next two sections present you with these considerations.

Factors that affect a design

Every training design you create will be different. That, of course doesn’t mean that you cannot use aspects of a design, or modify a design for two different purposes. You can. If you design often, take care that you do not fall into a rut of doing the same things over and over. Try something new. It keeps your designs fresh and keeps you inspired and interested.

Think of these factors as the big-picture items you should think about before putting design pen (or keystroke) to paper.

  • Content: How do you determine content? Content should be a natural off shoot of the learning objectives. Include what the participants need to know — not what would be nice to know. If you’re a subject matter expert (SME in trainer jargon), you may have most of the information you need. However, if not, or if you need additional facts, you can start here.
    • Research: Start with the Internet or your organization’s library.
    • Brainstorm: Get a group of people from your department together to identify resources and materials that may already be available.
    • SME: Identify the subject matter experts and ask what you need to include. Be sure that they understand who the target audience is and their skill and knowledge level.
  • Time available: How much time will be allowed for the training? The amount of time available for training has been decreasing as organizations find they cannot spare people away from the worksite.
  • Participants: If you did not gather this information during the Needs Assessment stage, find out now the number of participants, how familiar they will be with each other, their level in the organization, and their knowledge level of the content.
  • Culture: Determine anything unique about the culture of the organization or the department that may be a concern as you develop the materials.
  • Cost: Find out how much money has been budgeted for the design and development.
  • Trainer’s experience and expertise: Assess your skills and knowledge. Do you have the ability to develop your own activities and participant handouts? Perhaps you need to rely on purchased off-the-shelf materials.

Strategies for a good design

Of course you want to design the best darn training possible. The following guidelines help you determine how to do just that.

  • Variation: Use as many different methods and types of activities as possible.
  • Timing: Plan for high level of activity after lunch, decide on the best time for breaks, increase risk slowly, and ensuring a mix of high and low energy activities.
  • Participation: Design activities to keep participants involved and engaged.
  • Sequence: Content should build on itself.
  • Application: Design activities that relate directly to the learner’s real-world needs, ensuring that they have ample practice opportunities.
  • Lecturettes: Remember, present when you must, but keep it short and involve the participants.

Table 5-2 is a sample of one module of the design guide I developed for the train-the-trainer session you read about in this chapter.

Table 5-2 Sample Completed Design Guide

Module Facilitation Skills          Time 155 minutes       

Learning Objectives:

  • * Participants will list ten ways they will prepare to facilitate a group.
  • * Participants will identify their preferred training style using a self-assessment.
  • * Participants will provide feedback to another facilitator, identifying what went well and what could be improved.

Time

Knowledge or Skill

Activity or Learning Method

Support Materials and Media

30 min

Preparation for facilitation

Intro with ten-minute interactive discussion: “what ifs”

Small-group guided discussion

(Find someone on the other side of the room you have not worked with yet — groups of five.)

PowerPoint

Worksheet

45 min

Identify training style

Complete self-assessment.

Share in pairs to identify personal strengths and weaknesses.

Training style instrument

Assessment sheet

60 min

Co-facilitating skills

Note: critical new skill

Role play with observers.

Three rounds with different person as observer each time. Role plays get progressively more difficult.

Summarize in large group: what worked, what didn’t?

Role play card

Observation sheets

Team trainer checklist

20 min

Apply co-facilitating skills to personal situation

Write memo to co-facilitator: more of, less of, continue doing.

Handout: Memo

As you examine the sample guide, can you see some of the strategies I planned into the design?

  • Sequencing of topics to build on each other as well as difficulty within the role play
  • Variation in types of methods
  • Variation in pace from moving around to sitting alone for self-assessment
  • Variation in grouping size: pairs, five, self, large group
  • High level of participation
  • Variety in who participants are learning with
  • Critical skill receives more time
  • Minimal amount of time spent “telling”

Developing materials

Materials support the training you have designed. You either develop or purchase these materials, which supplement and support each learning experience. Materials may include some or all of these:

  • Participant material that includes at least the handouts and/or manual with information and note-taking space.
  • Media or visual support such as a PowerPoint presentation to guide a mini-lecturette.
  • Activity support that the participants may need for the activities such as role-play cards, self-assessment instruments, or checklists.
  • A trainer’s manual to guide your facilitation or for others who may facilitate the session.
  • Administrative support that you use in order to keep yourself organized or to complete the administrative requirements of the session. It may include an agenda, roster, supply checklist, certificates, and evaluations.

When developing the participant materials, don’t try to include everything on paper. The activities you design tap into the knowledge, experience, and expertise of the participants. Participants should have a place to capture ideas they may want to use after the session. Allow space for note taking.

Do consider job aids, performance-support tools, checklists, reference cards, and other guides that can be used after the completion of the session. Investing time to develop these materials, especially for tasks that are done infrequently or for complicated tasks, is a good decision. You still include these tasks in the design, but you free up some classroom time instead of increasing the amount of practice time for tasks that may not be completed very often.

Essential components

As you design participant materials, begin by knowing what content you will include and how participants will use them. Will they be assigned reading prior to the session? Read during the session? Basis for an exercise? Backdrop for taking notes? Future resource? What else should you remember?

  • Make it easy to read and quick to find information by breaking up the text with heads and subheads in a variety of type sizes and degrees of boldness.
  • Use short paragraphs and wide margins, leaving space for taking notes.
  • Use bullets, dashes, borders, indentations, and margins to enhance each page.
  • Write in a conversational tone.
  • Use graphics and sketches, even just lines and boxes, to set off key concepts and to add interest.
  • Number the pages.

How about a trainer’s manual?

Your trainer’s manual may be anything from your notes written on the participant handouts to a complete manual with references to the training plan, facilitation tips, time use, media and visual list, and masters for the participant materials. A well-designed trainer’s manual

  • Uses icons
  • Has plenty of room for writing notes
  • Identifies everything you need to know at a glance (what visual you’re using, what page participants should be on, what materials you require, and so on)
  • Provides you with either a lead-in statement, a transition statement, or both

For now, I suggest that you allow someone else to worry about writing a trainer’s manual. The preparation chapter provides a few ideas for what you can do to personalize your manual.

Whew! That’s all, folks! As you can see, the design and development stage of The Training Cycle requires lots of work — whether it is a virtual or face-to-face classroom. If you are focused on the virtual classroom, take a look at Chapter 6, which takes you a little deeper into e-learning considerations.

The design and development of training is a big job, but don’t forget to have fun and to build fun into your design. You can do it. I pass on Henry Ford’s advice: “Whether you believe you can or you can’t, you will prove yourself correct.”

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