HRM 3410 M N - Week 8 - Technology-Based Training Methods Eclass 2
HRM 3410 M N - Week 8 - Technology-Based Training Methods Eclass 2
Training Methods
HRM 3410 M/N
Wi nter 2025
An j a Krsti c, Ph . D.
Week 8 – Monday, March 3, 2025
This Week…
Video 1:
• Introduction
• Related Concepts:
• Computer-Based Training and E-Learning
• Instructor-Led Training and Self-Directed Learning
• Asynchronous and Synchronous Training
• Electronic Performance Support Systems
Video 2:
• Designing Effective Technology-Based Training Programs
• Benefits and Disadvantages of Technology-Based Training for Trainees
Video 3:
• Benefits and Disadvantages of Technology-Based Training for Organizations
• Effectiveness of Technology-Based Training
Technology-Based Training Methods
Technology-based training: training that involves the use of technology to
deliver training programs
• E.g., web-based training, computerized self-study, simulations, computerized games
We are comparing this to traditional training, which refers to training that does
not involve using technology to deliver training
• E.g., classroom training with a live instructor (regardless of the instructor’s or
learners’ use of technology), non-computerized games
Computer-Based Training and E-Learning
Computer-based training: training that is delivered via the computer for the
purpose of teaching job-relevant knowledge and skills
E-learning: the use of computer network technology such as the intranet or
Internet to deliver information or instruction to individuals
• A specific type of computer-based training
• Also known as web-based instruction
• Learners can access training materials from various devices, such as computers,
tablets, or smartphones
Instructor-Led Training and Self-Directed
Learning
Instructor-led training: training
methods that involve an
instructor or facilitator who leads,
facilitates, or trains online
Self-directed learning: a process
in which individuals or groups
take the initiative and
responsibility for learning and
manage their own learning
experiences
Asynchronous and Synchronous Training
Asynchronous training: training that is pre-recorded and available to employees
at any time and from any location
• E.g., “ONLN” courses at York University
Synchronous training: training that is live and requires trainees to be at their
computer at a specific time
• E.g., “LECT” courses at York University during the COVID-19 pandemic
Electronic Performance Support Systems
A computer-based system that provides information, advice, and learning
experiences to improve performance
• E.g., a technology-based performance or job aid
• Provides learning at the time that it is needed
Useful for:
• Jobs with high turnover
• Difficult tasks
• Tasks that are performed infrequently
• Tasks that must be performed perfectly
The Virtual Classroom
A Web-based platform to deliver live, instructor-led
training to geographically dispersed learners
Made possible through:
• Videoconferencing – linking an expert or trainer to
employees via two-way television and satellite
technology
• Web conferencing – a live meeting or conference
that takes place on the Internet
• Webinars – a seminar that takes place live over the
Web
• Webcasts – a live or recorded video or audio
broadcast over the Internet
Social Media and Web 2.0 Technology
Social media: the use of technology for sharing and exchanging information
• E.g., LinkedIn
Employees can share information and knowledge through the use of
communities of practice (i.e., groups of employees who share similar concerns
and problems and meet regularly to share their experiences and knowledge,
learn from one another, and identify new approaches for working and solving
problems)
• Based on the core principle that learning is social and that people can learn from
each other
• Can use technology to communicate and share information, which is referred to as
Web 2.0 technology
• E.g., blog, wiki, podcast
Mobile Learning (M-Learning)
The use of mobile or portable technologies across locations for obtaining
information and training
• E.g., Calfrac Well Services opening vignette
• Makes learning accessible across time, location, and device so it is ideal for
employees who are out of the office or work on location
• More effective for shorter sessions and smaller amounts of information due to
potential for distractions
Synthetic Learning Environments (SLEs)
Technology-based training media that augment, replace, create, and/or manage
a learner’s experience with the world
Provide realistic experiences to enhance learning and performance
Examples:
• Virtual reality: an artificial three-dimensional experience that simulates and re-
creates an actual environment
• Augmented reality: computer-generated virtual imagery information is overlaid or
superimposed onto a real-world environment in real time
Designing Effective Technology-Based
Training Programs
Effective training programs include active practice and conditions of practice
Other design factors:
• Computer simulations
• E.g., virtual worlds
• Games
• E.g., computer-based simulation games
• Gamification – the use of game mechanics and elements from video games to
engage and motivate employees in the workplace
Designing Effective Technology-Based
Training Programs
Other design factors cont’d:
• Role plays
• Stories
• Customization
• Personalization
• Human interaction
• Feedback
Benefits and Disadvantages of
Technology-Based Training - Trainees
BENEFITS DISADVANTAGES