Research 4:
Training programs

Introduction

In previous research I have discovered the main problem employees within GroupM creative departments lack the knowledge to use generative AI effectively in their workflow. To tackle this problem my team and I will create a training program to give the target audience the knowledge needed to effectively use generative AI in their own workflow.

The aim of this research is to find out what are suitable training methods for our problem, what are existing platforms and how to create a fun and engaging training program.

Research strategy

Main question How do you create an effective training program that is fun and engaging?
Subquestions
  • What is important when creating a training program?
  • What are common training methods, for what are they most effective, and what are the (dis)advantages for each method?
  • Which methods are used to make a training program more fun and engaging?
  • What are different types of questions for e-learning assessments?
  • What are good examples of online training programs?
  • What training programs are already available within GroupM and what method do they use?
  • Method used Benchmark creation
    Date 24-03-2023
    Link to document Research 4: Training programs

    Results

    To create an effective training that is fun and engaging it is important to have a good understanding of what needs to be accomplished with the training program. For this reason you start with choosing the training goals, make these realistic to achieve for the target audience. As they are the group you will be making it for it is important to know what their current knowledge is and help them in the process to achieve those goals. This can be done through feedback on their process. This will not only help motivate them to finish the program but is also a quick way to see if somebody needs help with anything. It also should be low level to enter the program.

    Training programs come in many different forms and there are multiple methods to achieve the desired result. It is though important to pick the correct one for each training purpose fitting to the target audience. Multiple are even better as everyone learns in a different way. Some effective training methods for improving a certain skill set are hand-on training and case study. Both have their advantages and disadvantages but combining them will lead into a well developed program for employees of GroupM.

    To make these training programs fun and engaging there are multiple methods to achieve this. Gamification is often used in eLearning platforms to make them more fun and interactive but not necessarily engaging. It even can have a negative impact on the effectiveness of the training. Gamification can be well applied for training problem-solving, decision-making or exploration skills. Gamification can also lead to a more competitive work environment that can be negative for some people. (Mohd et al., 2023) Micro learning however has proven to be very effective and engaging. (Fidan, 2023) Micro-learning is a form of making bite-sized pieces of the learning material. People using this method prefer a social learning environment, similar to social media platforms, that includes interactive and visually appealing content.

    However it is important to always check the needs of the target audience. They need to know why they are doing it. If they think the training program is useless they will be less likely to continue. So another method that can be used to make it engaging is real-life scenarios or also called scenario based learning. (Markovic, 2023)(Elliott-Kingston et al., 2016) This method helps the employees relate to the topic in their own situation via role playing, simulations, and more. Letting them now where this training could be applied can help motivate them.

    It is also important that the training program is easily accessible for the employees. Within GroupM there are certain learning platforms where they can enter learning courses.

    Conclusion

    To summarize for the training program there needs to be a clear, realistic goal for the target audience to complete. For the training program one goal is to teach the target audience about writing effective text prompts a hands-on experience and case study would help with them practicing these skills. To make training more fun and engaging there are certain methods to consider. Gamification however can have in some way negative impacts but is a great way to add interactivity. When choosing this method it is important to think carefully how and what possible negative impact it can have on the participants. However micro-learning seems to be highly effective and engaging. It is very beneficial to implement this method.

    To show relevance to the users real life scenarios or scenario based training can help showcase where generative AI could potentially be used in their workflow. Within GroupM there is a platform to post your training, making it easily accessible for participants to join. For a training program with generative AI it is important to create a training program that is easily adjustable to the rapid evolving technology.

    In conclusion, by incorporating these strategies, the training program can be both informative and enjoyable for the target audience. Setting clear goals, utilizing hands-on experience and case studies, and implementing engaging methods like micro-learning will contribute to a successful training program. Additionally, showcasing real-life scenarios and ensuring easy accessibility will enhance the relevance and effectiveness of the program.

    Sources

  • Elliott-Kingston, C., Doyle, O., & Hunter, A. J. (2016). Benefits of scenario-based learning in university education. Acta horticulturae, 1126, 107–114. https://doi.org/10.17660/actahortic.2016.1126.13
  • Fidan, M. (2023). The effects of microlearning-supported flipped classrooms on pre-service teachers’ learning performance, motivation and engagement. Education and Information Technologies https://doi.org/10.1007/s10639-023-11639-2
  • Markovic, I. (2023). What is Scenario-Based Learning? Here's the Definition, and 5 Benefits. Geraadpleegd op 23 maart 2023, van https://www.edume.com/blog/benefits-of-scenario-based-learning
  • Mohd, C. K. N. C. K., Mohamad, S. N. M., Sulaiman, H. A., & Rahim, N. R. (2023). A REVIEW OF GAMIFICATION TOOLS TO BOOST STUDENTS’ MOTIVATION AND ENGAGEMENT. ResearchGate. https://www.researchgate.net/publication/ 370059182_A_REVIEW_OF_GAMIFICATION_TOOLS_TO _BOOST_STUDENTS'_MOTIVATION_AND_ENGAGEMENT
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