|
Method
|
Description
|
Advantages
|
Disadvantages
|
Recommendation
|
|
Classroom
(lecture)
|
§
A carefully
structured oral presentation of a subject by a qualified expert.
|
§
Useful with any
size audience.
§
Can deliver a large
amount of factual information.
§
Can address
questions.
|
§
Heavily reliant
upon good presentation skills.
§
Speaker must be
well versed in subject matter.
§
Audience is
passive.
§
Limited feedback.
|
§
Utilize in CAMS
Phase III Training Strategy.
|
|
Classroom
(boot camp)
|
§
Intensive training
approach utilizing repetition, hands-on practice, accountability, and
drilling to foster learning retention.
|
§
Can foster
retention of a large amount of information in a short period of time.
|
§
Can be intimidating
for some individuals.
|
§
Utilize key
positive components in the CAMS Phase III Training Strategy including:
·
Repetition
·
Hands-on
practice
·
Accountability
|
|
Performance
Tryout/Lab
|
§
A learning activity
that provides an opportunity for the participants to practice the knowledge
or skill. This method is also useful for evaluating the participant’s
performance.
|
§
Gives participants
proof of ability to perform.
§
Provides an
opportunity for self -critique and immediate feedback on performance.
§
Participants can
have the opportunity to figure things out on their own.
|
§
Equipment may be
needed to perform the task adequately.
§
Equipment may limit
the number of participants.
|
§
Utilize in CAMS
Phase III Training Strategy.
|
|
Independent
Reflection
|
§
Method of providing
quiet, independent time for reflection and documentation of learning and
outstanding questions.
|
§
Useful for
introverted participants who need to reflect before speaking/ asking
questions.
§
Provides a break
for the facilitator.
|
§
Some participants
may become bored or disinterested during the quiet time.
§
Extroverted
participants may not understand the reason for the quiet time.
|
§
Utilize in CAMS
Phase III Training Strategy.
|
|
Simulation
|
§
A scenario that
tries to mimic a real situation and puts the participant in control. May be
done via role- play, be paper based, or Computer Based Training.
|
§
Learning is active,
not passive.
§
Shows the
consequences of decisions.
§
Presents realistic
situations, thus increasing the likelihood for immediate application of
learning.
§
Can simplify
reality to allow concentration on specific learning points.
§
Immediate feedback
available.
§
Risk free
environment should increase confidence to perform on the job.
|
§
Typically difficult
to develop.
§
Often time
consuming to complete.
§
May require
multiple resources to run.
§
Must be constructed
carefully to ensure that the desired results will be achieved.
§
Some situations may
be difficult to simulate.
|
§
Not recommended.
§
The processes that
participants must follow are not negotiable and/or able to be modified, thus
disallowing the multiple routes and resulting creativity associated with
simulations. Additionally, the time consuming development effort required to
develop simulations is prohibitive.
|
|
Case
Study Exercises
|
§
A detailed account
of an event that is presented to the participants as a basis for discussion
or activity. Multiple cases can be
used in one training program to present a number of different situations.
|
§
Adds realism to the
content or topic
§
Connects the
content to day-to-day experience
§
Encourages
alternate solutions
§
Develops problem
solving and analytical skills
§
Presents a variety
of realistic situations
|
§
Perceived relevance
for some may be low
§
Difficult and
time-consuming to develop
|
§
Utilize in CAMS
Phase III Training Strategy
|
|
Self
Learning
|
§
Consists of
training activities that participants perform on their own without direct
supervision. May consist of
exercises, computer based trainings, or readings.
|
§
No instructor
needed
§
Students can learn
on their own time and at their own pace
§
Easily distributed
to multiple locations
§
Can be easily
repeated
|
§
Participants cannot
easily ask questions
§
Participants may
not actively follow through with all materials
|
§
Utilize in CAMS
Phase III Training Strategy
|
|
Computer
Based Training (CBT)
|
§
A computer program
specifically developed to train users on a specific application.
|
§
No instructor
needed
§
Students can learn
on their own time and at their own pace
§
Learning is active,
not passive
|
§
Development of an
effective CBT is resource-intensive and expensive
§
Some situations may
be difficult to simulate
|
§
Continue to
evaluate the cost-effectiveness of developing a program for CPCS only. CBTs could be expensive and time consuming
to develop.
|
|
Role
Play
|
§
Enactment of a
situation the participant will face.
Allows practice of new behaviors.
|
§
Enhances learning
experience with involvement, variety, and reality
§
Active-learning
|
§
Time-consuming
§
Scenario may be
difficult to develop
§
May be stressful
|
§
Not Recommended
§
Role-playing is
more suited for non-systems training
|
|
Games
|
§
A learning activity
governed by rules, entailing a competitive situation having winners and
losers. The learning comes from
experiencing the game, and interacting with other participants but not from
the content of the game itself.
|
§
Active-learning
§
Highly motivational
§
Raises the level of
excitement of the learning process
§
Participants are
active, instructors roll is de-emphasized
|
§
Can be difficult and
time-consuming to develop
§
Number of players a
game can accommodate may be limited
§
May be stressful
|
§
Utilize in CAMS
Phase III Training Strategy
|