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This much-needed resource helps trainers cut through the jungles of their own generational learning habits and clear a path to the emerging generations of learners. How to Design and Deliver Training for the New and Emerging Generation gives ¡°old-school¡± trainers the tools they need to change their training style¨úfrom linear to random access, trainer-centered to learner-centered, text-oriented to graphics-oriented, and so forth¨úand accomplish this transition with ease. Author Susan El-Shamy, an international training expert, shows you how to create training sessions that will pick up the pace, increase interaction, link to the learner, offer options, and make learning fun. How to Design and Deliver Training for the New and Emerging Generations is an innovative resource that
¡¤ Translates generational differences into strategies, techniques, and tips for designing and delivering training
¡¤ Describes five key needs of learners from the emerging generations
¡¤ Shows how to design and deliver training that meets the needs of younger learners
¡¤ Presents hundreds of engaging tips, tricks, and simple techniques
¡¤ Contains quotes and comments from the ¡°Nintendo¡± generation of learners
¡¤ Presents user-friendly call-outs, checklists, and quick tips
¡¤ Offers twenty invovative games on a variety of topics designed to engage learners of all ages
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CD Contents. Introduction.
Part 1. The Different Needs of Younger Learners. 1. The Boomers and the Generations That Follow. 2. Training the Different Generations. 3. Pick Up the Pace to Hold Attention. 4. Increase Interaction to Engage Learners. 5. Link to the Learner to Make It Meaningful. 6. Offer Options for Nonlinear Learning. 7. Make It Fun to Keep Them Learning. 8. Rattle Your Training Paradigms.
Part 2. Games. Game 1: Sculpt Away. Game 2: Word Search Mania. Game 3: One Hundred Ways. Game 4: A Matter of Definition. Game 5: A Change of View. Game 6: Royal Flush. Game 7: Hunt for Examples. Game 8: Two-Card Audit. Game 9: Walk the Talk. Game 10: Find the Top Ten. Game 11: The Whole Is Greater. Game 12: A Stick by Any Other Name. Game 13: Online Treasure Hunt. Game 14: Generational Bingo. Game 15: Q&A Black Jack. Game 16: Approach and Coach. Game 17: Ready, Set, Goal. Game 18: Involve to Solve. Game 19: Across the Board. Game 20: Jelly Bean Art.
References. Appendix: Survey Results. About the Author. How to Use the CD-ROM.
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Susan El-Shamy is senior partner at Advancement Strategies, Inc., a training and development resource company in Bloomington, Indiana. For almost twenty years, El-Shamy has delivered training programs nationally and internationally for a variety of companies including Berlitz, Corning, GMAC, Mattel, Motorola, Prudential, and Thomson Consumer Electronics. She is a regular guest lecturer at the Indiana University School of Business and a frequent speaker at national training conferences.
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