Chapter 07 – Traditional Training Methods
CHAPTER 7
TRADITIONAL TRAINING METHODS
This chapter introduces you to presentational, hands-on, and group training methods, which
include on-the-job training (OJT) (OJT), simulations and games, lectures, and various group
building methods such as action learning and team training. It focuses on the traditional methods
of delivering training. While new technologies have brought new methods to deliver training, the
traditional methods are still employed in virtually all organizations—often in conjunction with
new technologies. The chapter is broken down into “presentation methods,” which are passive
delivery methods and include lecture and audiovisual instruction; “hands-on methods,” which
actively involve the learner and include on-the-job training (OJT), self-directed learning,
apprenticeships, simulation, case study, business games, role plays, and behavior modeling; and
“group building methods,” which are designed to improve work team or group effectiveness and
include adventure learning, team training, and action learning. The important issues to consider
in choosing methods of delivery are discussed. A list of key terms, discussion questions, and
application assignments are listed at the end of the chapter.
Objectives
1. Discuss the strengths and weaknesses of presentational, hands-on, and group building
training methods.
2. Provide recommendations for effective on-the-job training (OJT).
3. Develop a case study.
4. Develop a self-directed learning module.
5. Discuss the key components of behavior modeling training.
6. Explain the conditions necessary for adventure learning to be effective.
7. Discuss what team training should focus on to improve team performance.
I. Introduction
A. Traditional training methods require an instructor or facilitator and involve face-to-face
interaction between trainees.
B. Training and development methods such as lectures or online training are directed at the
most common needs in a company.
C. Context-based learning, learning that occurs on the job and during the everyday
performance of work, tends to be more unique to the employee’s needs and includes
training methods such as OJT, simulations, and mobile learning.
D. Both guided competence development and guided contextual learning are usually formal
training activities designed and developed by the company to achieve specific learning
goals.
E. Social competency development enhances specific job-related competencies through
interaction with others such as a mentor or coach, or through encountering challenging
job experiences.
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Chapter 07 – Traditional Training Methods
F. The competencies that are developed are typically not necessary for successful
performance of one’s job but help prepare employees for future roles or positions. As a
result, mentoring, coaching, and job experiences are considered development activities.
G. Recently, training and development have emphasized a more active role for the learner
because of the increased recognition that the learner is at least as important as the
instructor and the learning conditions in determining whether learning occurs.
H. Also, there is increased recognition of the importance of informal learning and the greater
availability and use of technology to deliver instruction or social collaboration.
II. Presentation Methods
Presentation methods are methods in which trainees are passive recipients of information,
that include facts, processes, and problem-solving methods.
Lecture
A. A lecture is the method of training delivery involving a trainer verbally communicating
the material the trainees are to learn.
B. Lecture is relatively inexpensive, and an efficient way to cover a large amount of
information and/or to a large group.
C. Lecture can be used to support other methods of delivery as well.
D. Disadvantages of the lecture method include the lack of trainee involvement, lack of
feedback, and the potentially weak connection to the work environment, all of which
inhibit transfer of training. It also makes it difficult for the trainer to judge quickly and
efficiently the learners’ level of understanding. Thus lecture is often supplemented with
other more participative methods.
Audiovisual Techniques
A. Audiovisual instruction includes overheads, slides, and videotapes.
B. Video is one of the most popular training methods, but is rarely used alone it is usually
used in combination with lectures. It can be highly effective for addressing
communication skills, interviewing skills, customer-service skills, and for illustrating
step-by-step procedures or giving real-life examples of material covered via lecture or
other methods; it is a major component of behavior modeling and interactive video
instruction.
C. The advantages of videos include the flexibility in customizing the video session; the
ability of video to show things that cannot be easily demonstrated; its consistency upon
repeated use; and it can be used to record trainees’ performance for them to review.
D. Disadvantages include too much content for trainees to absorb; poor dialogue or poor
acting could hinder the message and/or the credibility of the message; overuse of music
or humor; and drama that makes it confusing for the trainee to understand the important
learning points emphasized in the video.
III.Hands-On Methods
Hands-on methods are those that require the trainee to be actively involved in the learning
process, including those below.
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Chapter 07 – Traditional Training Methods
On-the-job Training
A. On-the-job training (OJT) involves new or inexperienced employees learning by
observing their peers or managers at work and trying to emulate their behaviors.
B. OJT is considered informal, because it does not necessarily occur as part of a training
program and because managers, peers, or mentors serve as trainers.
C. OJT can be useful for training newly hired employees, upgrading experienced employees’
skills when new technology is introduced, cross-training employees within a department
or work unit, and orienting transferred or promoted employees to their new jobs.
D. OJT, which takes a number of forms including apprenticeships and self-directed learning,
requires less time or money investment.
E. The advantages of OJT are: it can be customized to the experiences and abilities of
trainees; training is immediately applicable to the job because OJT occurs on the job
using actual tools and equipment; companies save the costs related to bringing trainees to
a central location, hiring trainers, and renting training facilities; hence OJT can be offered
at any time, and trainers will be available because they are peers or managers; it uses
actual job tasks and occurs at work, as a result, skills learned in OJT more easily transfer
to the job.
F. The disadvantages of OJT include that it is typically unstructured and, therefore,
managers and peers may not use the same process to complete the same task; bad habits
may be passed on; demonstration may be flawed and the opportunities for practice and
feedback not provided, all resulting in poorly trained employees.
G. OJT must, therefore, be structured to be effective. Table 7.2 on page 285 lists the
principles of structured OJT.
H. Successful OJT incorporates the principles of social learning theory as it involves
learning by observing others.
I. An effective OJT program includes:
1. A policy statement describing the purpose of the OJT and emphasizing the company’s
support of it.
2. A clear specification of who is accountable for conducting OJT. If managers conduct
OJT, this is mentioned in their job descriptions and is part of their performance
evaluations.
3. A thorough review of OJT practices (program content, types of jobs, length of
program, cost savings) at other companies in similar industries.
4. Training of managers and peers in the principles of structured OJT.
5. Availability of lesson plans, checklists, procedure manuals, training manuals, learning
contracts, and progress report forms for use by employees who conduct OJT.
6. Evaluation of employees’ levels of basic skills (reading, computation, writing) before
OJT.
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Chapter 07 – Traditional Training Methods
Self-Directed Learning
A. Self-directed learning is an approach to training that places complete responsibility for
learning on the employee/learner including when the learning will take place and with
whom. Training content is pre-determined, but trainees can learn the content at their own
pace and in their own way. A trainer should be available to answer questions and facilitate
the learning process as needed.
B. The advantages of self-directed learning include the flexibility for trainees to learn at
their own pace and to receive feedback about their learning; it requires fewer training
staff; reduces the costs of facilities and travel; it provides consistent training content that
captures the knowledge of experts; it allows for constant access to training materials; and
makes multiple-site training more realistic.
C. The potential disadvantages of self-directed learning include the responsibility it places
on trainees, requiring them to be willing, able, and motivated to learn on their own. This
may not be comfortable for many employees. It also tends to have higher development
costs in terms of time and money.
D. Steps to effective self-directed learning include:
1. Conducting a job analysis to identify the tasks that need to be covered.
2. Writing trainee-centered learning objectives related to the tasks that indicate what
information is important, what actions the trainee should take and what the trainee
should master.
3. Developing the content for the learning packet based on the trainee-centered learning
objectives.
4. Breaking the content into smaller pieces or chunks, each chunk beginning with the
objectives that will be covered, involving an opportunity to practice, and a means for
trainees to evaluate their learning.
5. Developing an evaluation package, including means of evaluating oneself as well as
the learning package. Questions should be developed that address whether trainees
have met the objectives and whether the material was user friendly, up-to-date, and
appropriate for the objectives.
E. Self-directed learning is likely to become more common in the future as companies seek
to train staff flexibly, take advantage of technology, and encourage employees to be
proactive in their learning rather than driven by the employer.
Apprenticeship
A. Apprenticeship is a work-study type training method involving both on-the-job training
and classroom training and typically sponsored either by the company or by the union. A
registered apprenticeship must involve at least 144 hours of classroom instruction and
2,000 hours (or one year) of on-the-job experience. Once their training is complete,
apprentices are called journey workers and they earn certification from the U.S.
Department of Labor or a state apprenticeship agency.
B. Advantages of apprenticeships include the fact that learners are paid while they learn,
with wages typically increasing as their skills do; the effective combination of learning
principles in the classroom and having the opportunity to practice what they’ve learned
on the job; and that they typically result in full-time employment for trainees. From the
company’s perspective, apprenticeship programs meet specific business training needs
and help attract talented employees.
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Chapter 07 – Traditional Training Methods
C. The disadvantages of apprenticeships include the development costs and time
commitment that management and journey workers have to make to apprenticeship
programs; the historically restricted access to apprenticeship programs for women and
minorities; the lack of guarantee that employment will follow completion of the program;
and the somewhat narrow skill focus of current apprenticeships (i.e., one craft or trade).
Simulations
A. A simulation is a training method that represents a real-life situation; with trainees’
decisions resulting in outcomes that mirror what would happen if they were on the job.
B. Advantages of simulation include allowing trainees to learn production and process skills
first hand without being engaged in the actual flow of production and without the fear of
making a mistake in the actual work environment; allowing for the observation and
evaluation of trainees’ performance followed by feedback.
C. Simulators need to have high fidelity to the work situation, i.e., they need to have
identical elements to those on the job; they are expensive to develop and require
continuous maintenance and updating.
Case Studies
A. A case study is a description about how employees or an organization dealt with a
difficult situation. Trainees are required to analyze and critique the actions taken,
indicating the appropriate actions and suggesting what might have been done differently.
This approach assumes that employees will learn through this process of discovery.
B. The cases are usually appropriate for developing higher-order intellectual skills such as
analysis, synthesis and evaluation, which are needed by managers, physicians and many
other professionals; they help trainees to take risks given uncertain outcomes; and they
require high trainee participation.
C. Learners must be willing and able to analyze cases and have the ability to communicate
their recommendations, so the method requires prior skill in these areas.
D. Existing cases have the advantage of being already prepared, but may not actually relate
to the specific company or work situation.
Business Games
A. Business games require trainee to actively gather information, analyze the information,
and make decisions, typically for the purpose of developing managerial skills. The games
should reflect all aspects of management practice, including labor relations, ethics,
marketing, and finance.
B. Typical games have the following characteristics:
1. The game involves a contest among trainees or teams of trainees or against an
established criterion such as time or quantity.
2. The game is designed to demonstrate an understanding of or application of a
knowledge, skill, or behavior.
3. Several alternative courses of action are available to trainees, and trainees can
estimate the consequences of each alternative, but only with some uncertainty.
4. Trainees do not know for certain what the consequences of their actions will be
because the consequences are partially based on the decisions of other game
participants.
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Chapter 07 – Traditional Training Methods
5. Finally, rules limit participant behavior.
C. To ensure learning and transfer of training, games used in training should be simple
enough that trainees can play them in a short period of time.
D. The best games generate excitement among the participants and interest in the game.
Meaningfulness of the game is enhanced if it is realistic.
E. Trainees need to feel that they are participating in a business and acquiring knowledge,
skills, and behaviors that are useful on the job.
F. Debriefing from a trainer can help trainees understand the game experience and facilitate
learning and transfer. Debriefing can include feedback, discussions of the concepts
presented during the game, and instructions in how to use at work the knowledge, skills,
or behavior emphasized in the game.
Role Plays
A. Role plays to are a training method that requires the trainees take on a role such as a
manager, client, or disgruntled employee, and explore what is involved in the role.
B. To be effective, it is critical that role plays be preceded by an explanation of the purpose
of the activity; clear instructions need to be given; monitoring and feedback from the
facilitator are needed; and debriefing, or helping trainees to understand the experience, is
critical.
Behavior Modeling
A. Behavior modeling is a hands-on method that involves presenting to trainees a model
demonstrating the appropriate key behaviors for the trainees to attempt to replicate
through practice. It is based on social learning theory. Vicarious reinforcement occurs
when a trainee sees a model being reinforced for using certain behaviors.
B. Behavior modeling is appropriate for learning skills and behaviors and is very effective
for teaching interpersonal and computer skills.
C. Developing behavior modeling training involves determining what tasks need to be
addressed and what key behaviors are necessary to complete the task.
1. A key behavior is one of a set of behaviors that are needed to perform a task.
2. Key behaviors for interpersonal skills are not exact behaviors, but rather general
behaviors that are useful across situations.
D. The modeling display provides the key behaviors that trainees will practice to develop the
same set of behaviors. It is typically done through videotape or computer displays.
Effective modeling displays include:
1. Clear presentation of the key behaviors
2. A model that is credible to trainees
3. An overview of the key behaviors
4. Repetition of each key behavior
5. A review of the key behaviors
6. Models using the key behaviors both positively and negatively
E. The most effective practice sessions allow trainees to practice key behaviors multiple
times risk-free with other trainees who understand the company and the job along with
feedback from peers and the trainer. Practice sessions may also be videotaped to allow
trainees to observe themselves.
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Chapter 07 – Traditional Training Methods
F. Application planning is the process for preparing trainees to transfer the key behaviors
back to the job. It involves the trainee preparing a written document specifying situations
in which they should use the key behaviors.
IV. Group Building Methods
A. Group building methods are those designed to improve work team or group effectiveness.
B. A team refers to two or more people with specific roles or functions who work together
with shared responsibility to achieve a common goal or mission or complete tasks in a
company.
C. They involve trainees sharing ideas and experiences, building group identity, generating
an understanding of interpersonal dynamics, and getting to know the strengths and
weaknesses of themselves and their teammates.
D. Group building methods often involve experiential learning. Experiential learning
training programs have four stages:
1. Gain conceptual knowledge and theory
2. Take part in a behavioral simulation
3. Analyze the activity
4. Connect the theory and activity with on-the-job or real-life situations
Adventure Learning
A. Adventure learning, which includes outdoor training, drum circles, and cooking classes,
is a training delivery method aimed at developing teamwork, leadership skills,
self-awareness, and problem solving and conflict management skills, through structured
outdoor. The activities range from highly strenuous and challenging ones, such as dog
sledding or mountain climbing, to less physically challenging ones, such as rope courses,
trust falls, and even simulated high-level activities.
B. To be successful, adventure learning exercises must be related to the skill objectives of
the training. After exercises, the facilitator should lead a discussion about what was
learned, how events in the exercise relate to the job situation, and how to set goals and
apply what was learned on the job.
C. Advantages of adventure learning include allowing trainees to interact and build
relationships with coworkers in a situation not governed by formal business rules; that
trainees share a strong emotional experience which may open them to change; that the
exercises can serve as “metaphors” for organizational events and behaviors; and the
exercises can be highly self-enlightening, invigorating and self-esteem enhancing.
D. Disadvantages include the highly physically demanding and risky nature of many
adventure learning activities; the company’s risk for negligence claims due to personal
injury, emotional distress or invasion of privacy; the high cost of such activities; and the
lack of evidence that transfer of what is learned occurs.
Team Training
A. Team training involves coordinating the performance (i.e., knowledge, attitudes, and
behaviors) of employees who work interdependently to achieve common goals.
B. Together the tools and training methods result in strategies for meeting training
objectives. The strategies include:
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Chapter 07 – Traditional Training Methods
1. Cross-training, or developing an understanding among team members of each other’s
tasks and skills so that each member could cover for the others if needed.
2. Coordination training involves training the team how to share information and
decision making responsibilities for maximum team performance.
3. Team leader training is the training that the team manager or facilitator receives. It
may involve learning how to resolve conflict and how to help the team coordinate
activities and resources.
4. Scenario-based training refers to training that places team members in a realistic
context while learning.
5. Guided team self-correction refers to training that emphasizes continuous learning
and knowledge sharing in teams.
Action Learning
A. Action learning involves providing teams or work groups (usually 6-30 employees) an
actual problem to work on solving through an action plan for which they are held
accountable to carry it out.
B. Six Sigma and kaizen, black belt training programs involve principles of action learning.
1. There are several levels of Six Sigma training, resulting in employees becoming
certified as green belts, champions, or black belts.
2. Between training sessions, candidates apply what they learn to assigned projects and
then use them in the next training session.
3. After black belts lead several project teams, they can take additional training and be
certified as master black belts. Master black belts can teach other black belts and help
senior managers integrate Six Sigma into the company’s business goals.
C. Kaizen, the Japanese word for improvement, is one of the underlying principles of lean
manufacturing and total quality management. Kaizen refers to practices participated in by
employees from all levels of the company that focus on continuous improvement of
business processes.
V. Choosing a Training Method
A. Factors to consider in choosing training methods include: The intended learning
outcomes; the learning environment needed; the issue of transferring learning; cost; and
effectiveness under the given circumstances.
B. The following trends can be noted from the matrix for choosing training methods:
1. There is considerable overlap between learning outcomes across the various training
methods.
2. Most of the hands-on methods provide a better environment for learning and transfer
than the presentation (passive) methods.
C. If possible, one may use several different methods within a single training program to
capitalize on the different strengths of each method for facilitating learning and transfer.
Chapter Summary
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Chapter 07 – Traditional Training Methods
Companies are using a variety of training methods to guide competency development and
contextual learning. Although new technology such as social networks are being used by some
companies for training delivery and instruction, most training is still conducted face to face with
an instructor. This chapter described for the reader a number of traditional methods for delivering
training, from the passive presentation methods to hands-on methods to group building methods.
Each has advantages and disadvantages, which are discussed. It gives the reader an exhaustive
summary of these methodologies, all of which are still used extensively.
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