APTD Paylocity L&D Top Topics Flashcards

1
Q

Andragogy

A

A learner-centered approach to instruction where the teacher acts as a facilitator to help bridge the gap between student and knowledge. The learner is viewed as an independent entity who enters the learning experience with a unique set of experiences and motivators.

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2
Q

Facilitation

A

Facilitation is a technique used by trainers to help learners acquire, retain, and apply knowledge and skills. Participants are introduced to content and then ask questions while the trainer fosters the discussion, takes steps to enhance the experience for the learners, and gives suggestions. They do not, however, do the work for the group; instead, they guide learners toward a specific learning outcome.

Trainers help others improve their performance by teaching, instructing, or facilitating learning. As such, facilitation and presentation are both tools in a trainer’s toolkit. In most cases, effective and engaging trainers will spend less time presenting content through lectures or lecturettes and more time facilitating learning around that content.

Five facilitation tactics to help keep learners engaged:

  • Define success ahead of time, so activities can be designed to help learners achieve a specific goal.
  • Prepare relentlessly, including self-preparation, preparing the learning environment, and preparing the content.
  • Start with impact so that learners are excited, empowered, and involved from the beginning.
  • Keep learners engaged throughout the session by including a variety of learning experiences, such as questions, role plays, practice exercises, and opportunities for learners to share their experiences and learn from one another.
  • Manage disfunction that occurs when a learner, whether consciously or unconsciously, expresses displeasure with the training purpose, content, method, or outside factors.
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3
Q

ADDIE Model

A

The ADDIE model or some derivative of it provides designers with the necessary structure for designing any curriculum, regardless of the instructional methods employed. Anything from lecture to Web-based training starts from the same fundamentals—the ADDIE model.

In the ADDIE model, analysis is the input for the system; design, development, and evaluation are the process; and implementation is the output. These elements overlap somewhat, depending on the project, and because the system is dynamic, there will be some sharing of duties.

Here is a brief descriptions of each element.

Analysis

Analysis is the data-gathering element of instructional design. Here instructional designers assemble all the information they can possibly gather about the project before they consider anything else. Decisions about every aspect of the project must eventually be made. The information that instructional designers gather at this stage will be put to use throughout the system, so it is necessary that they have every scrap of data to ensure the design will be successful.

Design

Design is the blueprinting stage of instructional systems during which instructional designers create the blueprint for a project with all the specifications necessary to complete the project. During this stage, instructional designers write the objectives, construct course content, and complete the design plan.

Development

Materials production and pilot testing are the hallmarks of development. At this stage, most nondesigners begin to see progress. Everything from lecture notes to virtual reality is brought from design to deliverable. Before instructional designers move from development to implementation, it is wise for them to do pilot testing to ensure that deliverables do not have to be redeveloped.

Because of the time and expense involved, no one wants to reprint manuals or recode a technology-based project after a project goes into implementation. The pilot testing process allows organizations to implement any necessary changes in the project before the expenses associated with materials development are realized. The time and effort expended in pilot testing is well worth the effort, if for this reason alone. Pilot testing also helps designers feel confident that what they have designed works.

Implementation

The most familiar of the elements is implementation. At implementation, the design plan meets the learner, and the content is delivered. The evaluation process that most designers and learners are familiar with takes place in this element. Evaluation is used to gauge the degree to which learners meet objectives and facilitators or technologies deliver the project.

Evaluation

Evaluation doesn’t deserve to be listed last in the ADDIE model because it takes place in every element and surrounds the instructional design process. Evaluation is a constant guard at the gate of failure. The advantages of using an instructional system are numerous, the most important being the ability to design projects quickly and efficiently. Nothing is left to chance or ignored when a designer stays within the framework of the ADDIE or other ISD models. One possible disadvantage is the necessity of a designer to be familiar with the ISD process.

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4
Q

Gagné’s Nine Events of Instruction

A

Robert Gagné proposed a series of events which follow a systematic instructional design process that share the behaviorist approach to learning, with a focus on the
outcomes or behaviors of instruction or training. Each of the nine events of instruction is highlighted below, followed by sample methods to help implement the
events in your own instruction. Use Gagné’s nine events in conjunction with Bloom’s Revised Taxonomy to design engaging and meaningful instruction.

The following nine steps have been adapted from Gagné, Briggs, and Wager (1992).
1. Gain attention of the students
Ensure the learners are ready to learn and participate in activities by presenting a stimulus to gain their attention.
Methods for gaining learners’ attention include:
— Stimulate students with novelty, uncertainty and surprise
— Pose thought-provoking questions to the students
— Have students pose questions to be answered by other students

  1. Inform students of the objectives
    Inform students of the objectives or outcomes to help them understand what they are to learn during the course. Provide objectives before instruction begins.
    Methods for stating the outcomes include:
    — Describe required performance
    — Describe criteria for standard performance
    — Learner establishes criteria for standard performance
  2. Stimulate recall of prior learning
    Help students make sense of new information by relating it to something they already know or something they have already experienced.
    Methods for stimulating recall include:
    — Ask questions about previous experiences
    — Ask students about their understanding of previous concepts
  3. Present the content
    Use strategies to present and cue lesson content to provide more effective, efficient instruction. Organize and chunk content in a meaningful way. Provide explanations after demonstrations.
    Ways to present and cue lesson content include:
    — Present vocabulary
    — Provide examples
    — Present multiple versions of the same content, e.g., video, demonstration, lecture, podcast, group work
    — Use a variety of media to address different learning preferences
    Help students make sense of new information by relating it to something they already know or to something they have already experienced.
  4. Provide learning guidance
    Advise students of strategies to aid them in learning content and of resources available.
    Methods to provide learning guidance include:
    — Provide instructional support as needed – as scaffolds (cues, hints, prompts) which can be removed after the student learns the task or content
    — Model varied learning strategies – mnemonics, concept mapping, role playing, visualizing
    — Use examples and non-examples – in addition to providing examples, use non-examples to help students see what not to do or the opposite of examples
    — Provide case studies, analogies, visual images and metaphors – case studies for real world application, analogies for knowledge construction, visual images to make visual associations, metaphors to support learning
  5. Elicit performance (practice)
    Activate student processing to help them internalize new skills and knowledge and to confirm correct understanding of these concepts.
    Ways to activate learner processing include:
    — Elicit student activities – ask deep-learning questions, make reference to what students already know or have students collaborate with their peers
    — Elicit recall strategies – ask students to recite, revisit, or reiterate information they have learned
    — Facilitate student elaborations – ask students to elaborate or explain details and provide more complexity to their responses
    — Help students integrate new knowledge – provide content in a context-rich way (use real-world examples)
  6. Provide feedback
    Provide immediate feedback of students’ performance to assess and facilitate learning.
    Types of feedback include:
    — Confirmatory feedback – Informs the student they did what he or she
    were supposed to do
    — Corrective and remedial feedback – informs the student the accuracy of their performance or response
    — Remedial feedback – Directs students in the right direction to find the correct answer but does not provide the correct answer
    — Informative feedback – Provides information (new, different, additions, suggestions) to a student and confirms that you have been actively listening – this information allows sharing between two people
    — Analytical feedback – Provides the student with suggestions, recommendations, and information for them to correct their performance.
  7. Assess performance
    In order to evaluate the effectiveness of the instructional events, you must test to see if the expected learning outcomes have been achieved. Performance should
    be based on previously stated objectives.
    Methods for testing learning include:
    — Pretest for mastery of prerequisites
    — Use a pretest for endpoint knowledge or skills
    — Conduct a post-test to check for mastery of content or skills
    — Embed questions throughout instruction through oral questioning and/or
    quizzes
    — Include objective or criterion-referenced performances which measure
    how well a student has learned a topic
    — Identify normative-referenced performances which compares one
    student to another student
  8. Enhance retention and transfer to the job
    To help learners develop expertise, they must internalize new knowledge.
    Methods for helping learners internalize new knowledge include:
    — Paraphrase content
    — Use metaphors
    — Generating examples
    — Create concept maps or outlines
    — Create job-aids, references, templates, or wizards
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5
Q

External Influences to Adults’ Ability to Learn

A

factors that may influence a participant’s ability to learn include: stress and time pressures, job status, learning environment, peers, supervisor, family, company conditions. Consider best seating arrangement, set goals and expectations, leverage life experiences.

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6
Q

Instructional Methods

A

K(Knowledge): articles, lecturettes, diagrams, buzz groups, research projects

S(Skillls): Case studies, demos, role plays, exercises, job aids

A(Abilities): self-assessments, debates, structured games, journaling

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7
Q

Blended Learning

A

practice of using several media in one curriculum. It refers to the combination of formal and informal learning events such as coaching by a supervisor, participation in an online class, a meal with colleagues, competency descriptions, reading, reference to a manual, and participation in workshops or online communities. Optimizes resources providing the most effect for the least investment

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8
Q

Reasons to use Online/Virtual Training

A

When to use online learning: rote learning & prescribed technical skills, large numbers of people dispersed across locations, teaching prerequisite material; When NOT to use online learning: current equipment and infrastructure not adequate, people aren’t prepared for the technology, participants are not self-directed, when face-to-face interaction is a critical element for learning

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9
Q

Self Directed Learning

A

self-paced training programs that use a wide variety of media, ranging from print products to web-based systems. Level of self-directedness of learners is key.

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10
Q

Presentation Behavior Best Practices

A

recommended speech rate 140-160, scan for learners’ reactions, appearance (dress up one step from audience), mannerisms (positive/energetic movements, avoid distracting mannerisms, observe participants’ body language, positive facial expressions, don’t stand behind lectern, walk towards participants as they respond to questions)

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11
Q

Facilitation Best Practices

A

Be a good listener, control the pace, check-in, avoid making judgmental comments (even if positive), support the process, smile!

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12
Q

Facilitation Techniques

A

asking questions, question and answer sessions, transitions, silence, active listening

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13
Q

Questioning Techniques

A

Open-ended: stimulate discussion; Hypothetical, what ifs- gets participants to think freely; Close-ended- check for understanding or consensus; Socratic Method- facilitator professes ignorance on the topic to elicit engaged dialogue

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14
Q

Preparing for Delivery

A

adequate preparation is key: Preparing Content -who’s attending, understand objectives and business drivers, Presentation Notes - consider spacing, don’t staple pages, # pages, Rehearsals- 7:1 ratio of practice to presentation recommended, personality - convert fear into positive nerves & have fun

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15
Q

Gaming and Simulation Approaches

A

the craft of deriving all the fun and addicting elements found in games and applying them to real-world or productive activities; the integration of game elements, mechanics, and frameworks into non-game situations and scenarios. Stimulate productivity and creativity. How gamification relates to androgyny: opportunity for experimentation, discovery, cognitive awards, emotional awards, learn through trial and error free from real-work consequences, social interaction and trying new things.

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16
Q

On-the-Job Training Approaches

A

takes place in a normal work situation, using the tools, equipment, documents, or materials that employees will use in their regular work, i.e. peer-to-peer, coaching, mentoring

17
Q

Knowles’s Adult Learning Theory SEROM

A

5 key principles affect the way adults learn:
S – elf-concept of the learner (adults are self-directed)
E – xperience…prior experience of learner (relate new material to existing knowledge)
R – eadiness to learn (motivated when need to learn to fulfill their roles effectively)
O – rientation to learning (info presented in real-life context, relevant, problem focus)
M – otivation to learn (internal, fear of failure can decrease motivation) (chapter 1)

18
Q

Kirkpatrick’s Four Levels of Evaluation

A

Level 1: Reaction (learners’ satisfaction, smile sheets)

Level 2: Learning (degree to which learners acquired desired KSAs)

Level 3: Behavior (degree that learners apply on-the-job)

Level 4: Results (degree to which targeted outcomes occurred, organizational effect)

19
Q

Adult Development and Age Theory

A

older age doesn’t mean you can’t learn something as well but it does mean that the speed might be different

20
Q

Bloom’s Taxonomy for Learning Objectives

A

These 6 levels can be used to structure the learning objectives, lessons, and assessments of your course:

Remembering: Retrieving, recognizing, and recalling relevant knowledge from long‐term memory.

Understanding: Constructing meaning from oral, written, and graphic messages through interpreting, exemplifying, classifying, summarizing, inferring, comparing, and explaining.

Applying: Carrying out or using a procedure for executing, or implementing.
Analyzing: Breaking material into constituent parts, determining how the parts relate to one another and to an overall structure or purpose through differentiating, organizing, and attributing.
Evaluating: Making judgments based on criteria and standards through checking and critiquing.
Creating: Putting elements together to form a coherent or functional whole; reorganizing elements into a new pattern or structure through generating, planning, or producing.

21
Q

Robert Mager’s Performance-Based Learning Objectives

A

According to Mager, a learning objective should include the following three components:

A performance (performed by the learner, remember–we just covered that)
Conditions (under which the learner must perform the performance)
Criteria (by which the performance is evaluated by another; or, in other words, how well the learner must perform the performance

22
Q

Adults’ Learning Rates - Factors that influence speed at which adults learn include

A

Factors that influence speed at which adults learn include: psychological, environmental, emotional, sociological, physical, intellectual and experiential, and age

23
Q

Learning Platforms/Applications

A

Blogs - captures ongoing knowledge and gives ees’ a voice; Tags - enables learners to search for and recall topics; Wikis - support collaborative decision making and documentation; Screencasts - demo steps and explain how process works; Communities of Practice - create and share professional knowledge; Instant Messaging - connect immediately to facilitate communication; Podcasts - provide info/content to digital devices

24
Q

job aid reasons

A

Job Aid - a cheat sheet or storage place for info that performers use while performing a task (could even be a manual). Usually paper-based and often used for psychomotor skills. Use case scenario, medical diagnosis or equipment assembly. When to use a job aid: Task performed with low frequency (monthly or less), Highly complex task (lots of steps & decisions), A task with high consequence of error (i.e. preflight checklist), A task with high probability of change in the future (don’t waste resources on training)

25
Q

Experiential Learning - or discovery learning

A

encounter a problem, respond to the problem and discover key learning points; debrief is important. Can be used on the job or in a virtual or traditional classroom.

26
Q

barriers to communication

A

culture, ethnocentrism, speech, language, environment, psychology, nonverbal behavior

27
Q

Flipped Classroom

A

learners review material outside (before) class; during class discuss/elaborate/apply what was done before class; allows learners to complete the early stages of Bloom’s Taxonomy (remembering & understanding) reserving the higher stages for in class

28
Q

Marshall & Shriver’s Performance Based Training (PBT)

A

requires that a learner demonstrates both knowledge and skills before leaving the training

29
Q

Formative vs Summative

A

Formative assessments are quizzes and tests that evaluate how someone is learning material throughout a course. Summative assessments are quizzes and tests that evaluate how much someone has learned throughout a course.

30
Q

external influences that influence ability to learn - factors that may influence a participant’s ability to learn include

A

stress and time pressures, job status, learning environment, peers, supervisor, family, company conditions. Consider best seating arrangement, set goals and expectations, leverage life experiences. (chapter 1)