LRNT 527 – Unit 2 Activity 3 – Design Plan

Description: 

The digital learning resource will be a short video segment that will live as a module amongst 15 others in our management learning program. The module is meant to take the 2-hour instructor-led content and consolidate it into one 5 minute video outlining all of the key information related to that specific module topic. The 15 modules that make up the management learning program consist of topics like loss prevention, scheduling, business analytics, and people development. For the sake of this assignment, I will focus on the people development module when creating my digital learning resource.

Learning Goals: 

The goal of the module is to provide an introduction to the people development model and to prepare the learner for the subsequent modules that will dive deeper into coaching techniques and accessing resources. 

Upon completion of the module the learner will be able to:

  • Understand the basic training resources and coaching methods for each stage of the people development model.
  • Determine how their role as the “coach” fits into the learning journey for their staff.
  • Understand how people development fits within the employee experience.
  • List all stages of the retail employee learning journey at FGL Sports.

Intended Audience: 

The intended audience in the past for all content related to management training was specific to and only made accessible to, new store managers or high potential assistant managers who would be invited to the instructor-led summit once a year. With the digital delivery option, the content will be made accessible to:

  • All new managers as part of their onboarding process
  • Existing or tenured managers looking to refresh themselves on key role responsibilities
  • High potential Assistant or Department Managers looking to expand their knowledge base and take on their own development
  • Any retail associate who is interested in learning more about the organization and the role of the Store Manager.

My hope is that this can ultimately improve our talent pipeline and succession planning strategy by introducing more people who are motivated to develop within our company.

Rationale: 

I am confident that the delivery of a clear, concise, and informative video can meet the learning needs to highlight the training resources and coaching methods available for developing our people.  Typically the in-person sessions are filled with various facilitators with different presentation styles and communication skills. By streamlining all of the modules in a format that is consistent, we can control the process and message that is getting out to our field (store-level) teams.

Tools: 

The tool that I have chosen to use is the animated program “Powtoon”. The reason being is:

  • Cartoons can ensure consistency with the look and feel of the design and specifically the facilitator. As personnel come and go, the avatar will remain the same, promoting uniformity and sustainability.
  • The program is somewhat easy to learn and I am familiar with it from a previous course assignment.
  • The tool has the ability to add voiceover, text, and video media for optimized design delivery.

Assessment Plan: 

The Assessment plan will be two-fold for this digital learning resource as there are potentially different learners who might access the video.

Primary Audience – Store Manager being onboarded:

  • No assessment or checkpoints during video
  • After module completion, there is a “Show Me Step” which consists of a number of follow up reflection questions to be led by the mentor (the district manager or training manager).
  • Upon completing all 15 modules there will be a formal assessment on the LMS to ensure tracking and completion. For the sake of this assignment, this will not be included as the remaining modules are yet to be completed.

Secondary Audience – all other managers or associates:

  • Access to the “Show Me Step” will be available and conducted with their store manager if they would like further support or development
  • No formal assessment

Learning Theories & Instructional Design Principles Used: 

  • Elements from Behaviourist and Cognitivism will be used most when building this learning video. It will not be interactive and will act as a stand-alone video with a focus on delivering the what and how when it comes to our People Development process.
  • Design Framework elements outlined in Bates SECTIONS model (2015) helped inform the design and delivery methods for the animated module.
    • Interaction is one of the most important principles when developing the tool as the concern related to the learning outcome is present when trying to condense content length, replace facilitator presence, and change the method of delivery.
      • Interaction with learning materials (video)
      • Interaction with the facilitator (post video show me step to demonstrate critical thinking)

Cognitive Learning Theory:

  • Although elements related to the assessments and program learning objectives for the entirety of the management learning program does draw on components from both behaviourist and constructivist learning theories, the digital resource design however was heavily influenced by the cognitivism school of thinking.

Based on the research synthesized by Ally (2008), the following elements were included based on the various learning theories:

  • Cognitive learning was considered when choosing animated video design delivery, allowing the learner to observe the learning materials and promote memory retention.
  • Initial storyboarding supports a design of content being delivered in an organized fashion with clear sequencing moving at a manageable pace. It is believed that by giving the learner a variety of text and graphic content, they will better be able to internalize and remember the content.
  • The graphics will be simple and not take away from the content being delivered while the text and important information will be highlighted and bucketed to remain categorized and clear for each section.

Instructions for Use: 

  • The learner is meant to access this content as either a personal development opportunity or in the case where a new manager has been hired and they require knowledge on each of the 15 modules upon completing their onboarding.
  • An overview PDF of the management program will be provided as well as the “Show Me Step” with instructions on how to leverage this coaching tool to support the digital training resource.

Plan for Use: 

  • Due to corporate security constraints, this resource will not be made open on the world wide web. When it comes to proprietary corporate learning programs, the organization takes this seriously  so in terms of “open” it will be at an organizational level by living in our Operations Portal> Training Tile > Management Training Program.

Ally, M. (2008). Foundations of educational theory for online learning. In T. Anderson (Ed.), The theory and practice of online learning (pp.15-44). Edmonton, AB: AU Press.

Bates, A. W. (2015). Chapters 6-8. In Teaching in a digital age: Guidelines for designing teaching and learning. Vancouver BC: Tony Bates Associates Ltd.

LRNT 527 – Unit 2 Activity 2 – Selecting Promising Ideas

After reviewing the various frameworks associated with selecting and creating a digital resource, each model seemed to help bring some sort of insight as I work through my decision-making process. The SECTIONS Model (Bates, 2015) seemed to be the most focused with a clear outline on how and what to consider when introducing technology with pedagogy. Specifically, the evaluation of learner demographics, access to technology, ease of use, as well as the deeper dive related to multimedia and the effects on the learning outcome.

This framework aligns well with my current practice as I am constantly trying to adapt existing training tools to meet the needs of various learner preferences and manage multiple stakeholders. I am also faced with budget management constraints while still trying to correlate the learning outcome with the content being curated and produced by my team. The SECTIONS Model (Bates, 2015) considers all of these elements and then some, ultimately impacting my choice to move forward with it.

The most important component of the framework is the section related to interaction with learning materials. Elements of this point are connected to my desire to create a digital solution that eliminates user times, and specifically the interactive characteristics of media and technologies to enhance the ability for my learners to remain engaged and actually learn from the resource I create.

Although I am still fresh in the ideate stage and feel confident to move forward with the SECTIONS Model as my framework, I do feel like the SAMR and TPACK Models were helpful in narrowing down my thoughts and ideas and remaining focused on augmentation and considering the connection between pedagogy, content, and technology knowledge.

In terms of learning theories, although much of my focus has seemed to be around constructivism so far in this program, I think I will be leaning more on elements from the behaviourist and cognitive schools of learning. The intention of the module I will be making will be one aspect that lives within an ecosystem that contains constructivist friendly activities and design, but for my learning objectives, I’m really focusing on the “what” and the “how”. I will leverage the implications for learning (Ally, 2008) to help when designing in the prototype phase.

Ally, M. (2008). Foundations of educational theory for online learning. In T. Anderson (Ed.), The theory and practice of online learning (pp.15-44). Edmonton, AB: AU Press.

Bates, A. W. (2015). Chapters 6-8. In Teaching in a digital age: Guidelines for designing teaching and learning. Vancouver BC: Tony Bates Associates Ltd.

LRNT 527 – Activity 3 – Empathy Methods

After reviewing the empathy methods within the Bootcamp Bootleg (2016) and Design Kit  (2015) resources, there are a few approaches that interest me and I’m finding it challenging to narrow down how I might apply only one to my needs assessment process through my design challenge, so I think I will take a blended approach. First and foremost, the method that I will choose to gain empathy for my end users will be through immersion. This method truly allows you to walk the walk and experience a day in the life of your user. The Design Kit suggests that shadowing the person (people) you are designing for is one of the greatest ways to interpret their needs and gain sufficient insight to begin creating something that would work well for them.

In my context particularly, I am going to immerse myself in two different ways to complete my needs assessment and gain empathy. I am fortunate that our yearly leadership and management training event is happening this week here in Calgary and I will be able to attend as a spectator and observe the content, case study assignments, and presentations in person. This will give me the ability to see how the users interact with the content specifically related to management training and which aspects they resonate with, gloss over, or when they become passive listeners. This will also give me some insight from an “extreme users” point of view as this group of people represent the highest performing, aspiring leaders within the organization who are actively involved in all operational aspects of the business and are the most connected to the needs and demonstrate inherent leadership skills and business acumen.

I will then shift my observation to in store, where managers work day in and day out. I will simply shadow the manager and observe what his/her daily struggles, schedules, and situations that come up that not only impact her ability to get her training and development in but to simply get her job done each day. I also hope to gather more information related to what type of training content would truly impact our managers by understanding their role at a deeper level.

Although I will be executing my empathic method through immersion and observation, I do think that applying the Empathy Mapping process will help me collect and make sense of the data I accumulate.

IDEO. (2015). Design Kit – Methods. Retrieved from http://www.designkit.org/methods

Stanford University Institute of Design. (2016). Bootcamp Bootleg.  Retrieved from http://dschool-old.stanford.edu/wp-content/uploads/2013/10/METHODCARDS-v3-slim.pdf

LRNT 527 – Activity 2 – Empathy Phase and Barriers

In the article about building a framework for empathy in design (Kouprie & Visser, 2009), there is a significant focus on becoming the user, and truly immersing yourself as a designer and experiencing life as they (the user) know it. The concept of empathy within the design process is taken one step further and not simply imagining what it could be like to be the learner but to also “be” the learner and relate to their needs on a personal level. The framework identified in the article related to discovery, immersion, connection, and detachment brings clarity to the approach I am hoping to take when engaging in the empathy phase of my design thinking process. I feel that immersion and detachment will be the most important aspects for me to accurately depict the needs and then reflect on the day to day lives of our store managers (who I am designing for). The empathetic technique I am planning to use is observational, where I can participate as a spectator in the context of their management training sessions (more details to follow in Activity 3 blog post on methods). I am hoping to experience both affective and cognitive empathy as being both a recipient of the learning content as well as observing the managers during the session. I am confident that this can give me the opportunity to gather various types of personal, emotional, and raw information about my users.

Potential Barriers – Incorporating Empathy Design

In “Empathy in Distance Learning Design Practice” article by Matthews, Williams, Yanchar, & McDonald (2017), the authors outline a key tension in design that I think really resonates with my situation. Through my experience in the MALAT program to date, I feel as though my awareness and understanding of learner-centric design has greatly improved. However, when working in a fast-paced environment, where deadlines and requests run rampant, it can be challenging to execute proper learner-centric research. With varying stakeholders at play for many different projects on the go, the intention is not always to create a world-class learning resource, but more to showcase a visually appealing product to demonstrate to executives how great our course content and production can be (or look).

Much like the barriers discussed in our Change Management course (LRNT 525), I feel like the challenges to consider when taking an empathetic design approach might create different barriers in the corporate world than say, higher education, where the entire focus of the organization is to learn. Before I even begin the design process, I can anticipate practical constraints like time, deadlines, and struggling to overcome “good enough” complacency (Matthews et al., 2017).  I also expect to face varying opinions when it comes to sharing the importance of empathy in design. Typically the environment I am used to is very structured, operational, and efficiency focused, where deadlines and end results are at the forefront of every design meeting. Throwing around terms like feelings, emotions, dreams, and goals are not something that some stakeholders are open or willing to discuss. Although I do admit that I am drawing conclusions based on previous experiences, I am looking forward to addressing the concepts with research to back me up. Here’s to hoping that perspectives can be shifted and change can occur 🙂

Kouprie, M., & Visser, F. S. (2009). A framework for empathy in design: Stepping into and out of the user’s life. Journal of Engineering Design20(5), 437-448.

Matthews, M., Williams, G., Yanchar, S., & McDonald, J. (2017). Empathy in distance learning design practice. Tech Trends, 61(5), 486-493.