User training: Difference between revisions

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[[file:system_fund.png|right|frame|System Fundamentals<ref>http://www.flaticon.com/</ref>]]
[[file:system_fund.png|right|frame|System Fundamentals<ref>http://www.flaticon.com/</ref>]]


Examples should include self-instruction, formal classes, remote/online training. The quality of the delivery of user training can affect the rate of implementation of the new system.
Especially for complex systems, '''the relationship between training and the success of a system is clear'''. Types of user training include self-instruction, formal classes, remote/online training. The quality of the delivery of user training can affect the rate of implementation of the new system.


== Real-world practical advice ==
== Real-world advice ==


Sometimes people don't know what they don't know. Face to face classes are probably the highest quality. Obstinate users who do '''not want to learn''' are impossible to teach.
Sometimes people don't know what they don't know. Face to face classes are probably the highest quality. Obstinate users who do '''not want to learn''' are impossible to teach.


== Do you understand this material? ==
We can evaluate different types of training by asking ourselves:


A small business has a computer kiosk inside the store which allows customers to sign up for a email newsletter. If a customer signs up for a newsletter inside the store, they will get a 10% discount on their first purchase at the store. The owner hopes this 10% discount will be an incentive for customers to sign up for the email newsletter.  The business will then regularly  email the customers special offers and savings. The business owner expects to benefit from this system by having increased sales. The customers expect to benefit from this system by having access to special offers, to save money, and to see what is new and trendy at their store.
* how much money does it cost?
* how much time does it take?
* how effective is the training?


Question 1: What is the best way to train the business owner? Why?


== Do you have an advanced understanding of this material? ==


A school of 900 students has a secure web-based application which manages attendance data. The school administrators carefully track attendance for the students so it can identify when students have been absent for a customizable threshold. For example, the school might set a threshold of 5 absences within 30 days, which then automatically notifies the student, parent, and teacher there is a problem with attendance. The threshold might be 3 times within 10 days, or something like that. The system keeps track of attendance and tardies. The system has customizable attendance codes. For example, "absence for school trip", "excused absence", "medical absence" are all allowed absence codes.
== Evaluating user training ==


School administrators expect to benefit by having data about attendance so they can support students and parents to be in school. School administrators also expect to benefit by giving parents and students information about attendance (so parents can support their children to be in school). Finally, school administrators expect to benefit by using attendance data to apply for government funding (as they can prove how many students were in class on a specific day).
{| style="width: 95%;" class="wikitable"
|-
| '''Method''' || '''Advantages''' || '''Disadvantages'''
|-
| '''self-instruction'''  || 


Parents expect to benefit by knowing when their children are in school or miss school. This way parents can support their children to be in school. Being in school is a '''shared value''' between the school and the parent.
* inexpensive
* lower time investment
* very flexible
* start using the software very quickly


Students expect to benefit by understanding how many days of school of they have missed. The school expects students to have a strong "ownership of learning" and manage their attendance.
||


Question 1: What is the best way to train teachers? Why?
* You might not learn everything the product has to offer
* Users may focus on the '''absolute minimum'''
* You don't have an expert to help you learn the system
* You learn to use the program the incorrectly


== Evaluating user training ==


{| style="width: 95%;" class="wikitable"
 
|-
| '''formal classes'''  || 
 
* provides in-depth knowledge and skills
* you are learning the everything in the right order
* you can grasp the concepts
* you can ask questions
* highly trained (well-trained) it saves time in the long run
* formal classes often have marketable certificates
||
* expensive
* takes a long time, often a full week
* if you get a bad teacher it might not be effective
 
|-
| '''remote/online training'''  || 
 
* the training is bespoke, highly individualized
* provides in-depth knowledge and skills
* you are learning the everything in the right order
* you can grasp the concepts
* you can ask questions
* highly trained (well-trained) it saves time in the long run
* formal classes often have marketable certificates
* the cost might be lower, as you are not paying for a hotel or flights, just the training
 
||
 
* if your internet dies you are going to have a bad day
* expensive
* time consuming
 
|-
|}
 
Further methods of training:
{| class="wikitable"
|-
! Method
! Advantages
! Disadvantages
|-
| Instructor-Led Training (ILT)
| Direct interaction, real-time feedback.
| Costly, time-consuming, scheduling challenges.
|-
| eLearning or Online Training
| Self-paced, accessibility, multimedia integration.
| Limited personal interaction, requires internet access.
|-
| Hands-On Workshops
| Practical experience, real-world application.
| Resource-intensive, may disrupt regular workflow.
|-
| On-the-Job Training (OJT)
| Learning while performing tasks, immediate relevance.
| Informal, may lack structured content.
|-
| Simulation and Role-Playing
| Mimics real-world scenarios, risk-free practice.
| Resource-intensive to develop, may lack real-world feel.
|-
| Quick Reference Guides
| Convenient, quick access to specific information.
| May not cover comprehensive topics, lack interactivity.
|-
| Video Tutorials
| Visual demonstrations, flexibility in learning pace.
| Lack of real-time interaction, may not suit all learning styles.
|-
| Peer Training
| Knowledge sharing, internal expertise utilization.
| Quality may vary, potential for misinformation.
|-
| Documentation and Manuals
| Comprehensive reference, suitable for self-paced learning.
| May be perceived as dry, not everyone reads manuals.
|-
| Webinars
| Expert-led sessions, real-time interaction.
| Scheduling challenges, limited audience participation.
|-
|-
| '''Method''' || '''Advantages''' || '''Disadvantages'''
| Gamification
| Engaging and enjoyable, promotes competition.
| May distract from learning objectives if not well-designed.
|-
|-
| '''self-instruction'''  || Advantage here || Disadvantage here
| Blended Learning
| Holistic learning experience, catering to varied needs.
| Coordination challenges, potential redundancy.
|-
|-
| '''formal classes'''  || Advantage here || Disadvantage here
| Mobile Learning (M-Learning)
| Accessible on the go, convenient for remote users.
| Device compatibility issues, potential distractions.
|-
|-
| '''remote/online training'''  || Advantage here || Disadvantage here
| Self-Paced Learning
| Flexibility in learning pace, accommodates varied schedules.
| Limited interaction, potential for procrastination.
|-
|-
| Podcasts and Audio Training
| Suitable for auditory learners, convenient for multitasking.
| Lack of visual elements, may not suit all learning preferences.
|}
|}


== Standards ==
== Standards ==

Latest revision as of 15:37, 23 February 2024

System Fundamentals[1]

Especially for complex systems, the relationship between training and the success of a system is clear. Types of user training include self-instruction, formal classes, remote/online training. The quality of the delivery of user training can affect the rate of implementation of the new system.

Real-world advice[edit]

Sometimes people don't know what they don't know. Face to face classes are probably the highest quality. Obstinate users who do not want to learn are impossible to teach.

We can evaluate different types of training by asking ourselves:

  • how much money does it cost?
  • how much time does it take?
  • how effective is the training?


Evaluating user training[edit]

Method Advantages Disadvantages
self-instruction
  • inexpensive
  • lower time investment
  • very flexible
  • start using the software very quickly
  • You might not learn everything the product has to offer
  • Users may focus on the absolute minimum
  • You don't have an expert to help you learn the system
  • You learn to use the program the incorrectly


formal classes
  • provides in-depth knowledge and skills
  • you are learning the everything in the right order
  • you can grasp the concepts
  • you can ask questions
  • highly trained (well-trained) it saves time in the long run
  • formal classes often have marketable certificates
  • expensive
  • takes a long time, often a full week
  • if you get a bad teacher it might not be effective
remote/online training
  • the training is bespoke, highly individualized
  • provides in-depth knowledge and skills
  • you are learning the everything in the right order
  • you can grasp the concepts
  • you can ask questions
  • highly trained (well-trained) it saves time in the long run
  • formal classes often have marketable certificates
  • the cost might be lower, as you are not paying for a hotel or flights, just the training
  • if your internet dies you are going to have a bad day
  • expensive
  • time consuming

Further methods of training:

Method Advantages Disadvantages
Instructor-Led Training (ILT) Direct interaction, real-time feedback. Costly, time-consuming, scheduling challenges.
eLearning or Online Training Self-paced, accessibility, multimedia integration. Limited personal interaction, requires internet access.
Hands-On Workshops Practical experience, real-world application. Resource-intensive, may disrupt regular workflow.
On-the-Job Training (OJT) Learning while performing tasks, immediate relevance. Informal, may lack structured content.
Simulation and Role-Playing Mimics real-world scenarios, risk-free practice. Resource-intensive to develop, may lack real-world feel.
Quick Reference Guides Convenient, quick access to specific information. May not cover comprehensive topics, lack interactivity.
Video Tutorials Visual demonstrations, flexibility in learning pace. Lack of real-time interaction, may not suit all learning styles.
Peer Training Knowledge sharing, internal expertise utilization. Quality may vary, potential for misinformation.
Documentation and Manuals Comprehensive reference, suitable for self-paced learning. May be perceived as dry, not everyone reads manuals.
Webinars Expert-led sessions, real-time interaction. Scheduling challenges, limited audience participation.
Gamification Engaging and enjoyable, promotes competition. May distract from learning objectives if not well-designed.
Blended Learning Holistic learning experience, catering to varied needs. Coordination challenges, potential redundancy.
Mobile Learning (M-Learning) Accessible on the go, convenient for remote users. Device compatibility issues, potential distractions.
Self-Paced Learning Flexibility in learning pace, accommodates varied schedules. Limited interaction, potential for procrastination.
Podcasts and Audio Training Suitable for auditory learners, convenient for multitasking. Lack of visual elements, may not suit all learning preferences.

Standards[edit]

  • Evaluate different methods of delivering user training.


References[edit]