It’s tempting to get caught up in every new practice or technology that comes along in learning. Here’s how to assess when and why they’re right for your business.
Trends come and go in learning and development. These days they’re often centered on social learning, mobile technologies, gaming and increased interactivity. And while it’s often tempting to get caught up in the possibilities introduced by every new technology, learning professionals must remain grounded in the basics of learning and performance. Too often, an innovative program using the latest technology is rolled out in a company with much fanfare, and then employees don’t adopt it or the desired business results aren’t achieved or even measured.
In a time of tightening budgets, learning departments must take a pragmatic approach to the trends in the marketplace. Before jumping on the bandwagon and developing a program based on a new innovation, take these four actions to mitigate the risk associated with early adoption:
1. Ask these three questions:
• Who is this program for? The push to adopt a trend frequently originates from an executive initiative rather than the end users. A new learning offering should begin with thorough consideration of the end users’ needs.
• How well is it connected to an actual business need? If trend adoption isn’t connected to improving a business metric, it risks wasting the company’s money. There is power in the adage, “If you can’t measure it, you can’t manage it.”
• What are end users saying and doing? As with any high-quality training program, the end users’ voice must be part of the equation. If there is any uncertainty about their opinions and habits, spend time observing and collecting data. At a minimum, this provides a better perspective about trend adoption.
2. Know the difference between consumer and corporate.
For example, consider gaming in training programs, whether using them in workshops or designing video games that simulate a work environment. When it comes to a trend like this, it is essential to understand how it works in a consumer setting versus a corporate one. For consumers, games are primarily meant to be fun. In a corporate setting, games should be oriented around competition, team problem-solving, scoring and goal orientation, which may be aspects of consumer games but aren’t requirements. Instead of rolling out a “Words With Friends” game tailored to business, look for opportunities for end users to collaborate in natural work teams and solve a relevant problem.