Académique Documents
Professionnel Documents
Culture Documents
CHAPTER II
analysis of the existing theories, research, and practices that have contributed to the
existing climate of corporate training and posit potential areas for growth and
validates the scholarship of this investigation. The body of this research was derived
from current, scholarly, peer-refereed articles accessed from New Jersey City
the best practices of flipped instruction as well as to assess the methods employed in
studies, the researcher was able to identify transferrable practices to inform the research
process.
corporate sector, the following keywords were utilized: technology acceptance model,
compliance, skill obsolescence, and professional on-the-job training. The research was
categorized into four sections: Developing Content to Enhance Engagement for Adult
This section considers the forms of digital content and multimedia that corporate
learner engagement. Ormrod (2016) describes the pivotal role that learner engagement
plays in the learning process: information that the learner pays attention to moves on to
working memory, whereas information that isnt attended to may be lost from the
memory system (p. 167). As working memory enables skill transfer, it is imperative that
learners are able to engage in and focus throughout their training. In an effort to
understand how contemporary trainers are working to address this problem, the
researcher considered studies done in a variety of fields and industries in order to identify
the methods that are most efficacious in maintaining the attention of a wide range of
Horton (2012) proposed that eLearning is most effective when designers provided
learners with absorb, do, and connect activities. Through this model, the content is
designed to provide learners with the opportunity to thoroughly explore new information,
interact with it in practice, and to consider how the information is relevant to their job
and real-world application. The researcher considered this model as the conceptual
framework for further research, in order to determine the types of digital content that is
pure information and usually consist of information and actions learners take to extract
and comprehend knowledge in a mentally active state (p. 67). One field where a great
within the branches of the military. Through content analysis and inquiry, Spain, Priest,
and Murphy (2012) examined the current trends in the militarys applications of adaptive
necessary training in a timely and flexible manner. Military learning initiatives often
encompass a wide-range of topics that are vital to the success of operational roles,
missions, and the survival of individuals in the field; the potential consequences of failed
or ineffective training initiatives are extreme, making their training program and its
Military trainers have identified adaptive technologies as the most effective form of
learning needs, experiences, skills, and other individual differences (p. 88).
As learners engage with an absorb activity that is, adapting to their skill set,
they benefit from a learning experience that is analogous to one-on-one tutoring. Spain,
Priest, and Murphy (2012) found that the military was employing two different forms of
they interact with the program, whereas macroadaptive technologies are customized and
The authors found that both of these types of instructional programs provided
learners with a customized learning experience that diagnosed their needs and provided
necessary reinforcement to prepare them for further training and application (p. 90).
Through adaptive programs, trainees review information and are continually prompted to
interact with the program to measure their comprehension throughout; correct responses
opportunities or review. The authors found that as individuals perceived their needs
being considered in the planning and design of their learning experience, they were more
likely to engage with and find the value in the act of learning as the technology
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prescribed instructional interventions that were personally relevant and beneficial to their
learning.
Another element that contributed to an increased level of engagement was the use
of detailed, timely feedback. In their research, Spain, Priest, and Murphy (2012) were
able to identify that providing adaptive feedback can improve the efficiency of
these types of learning programs, Spain, Priest, and Murphy (2012) identified that there
adapted, how content is best adapted, as well as an appropriate schedule for when or how
As they concluded their study, Spain, Priest, and Murphy were able to affirm that
adaptive training was useful in the academic context and recommended that there was a
great deal of potential for this type of technology in warfighter training programs, in that
they could be personalized and catered to specific situations and the needs of the
learners would be apt to engage in this type of learning environment; however, further
Dieker, Hynes, Hughes, Hardin, and Becht (2015) evaluated the value of do-type
teachers with realistic and personal situational learning activities. The authors of this
study were an interdisciplinary team from the University of Central Florida who explored
the application of TLE TeachLivE with pre-service and veteran teachers, and
management skills. As the authors had observed, as a significant need for a risk-free
practice opportunity for teachers to inform their practice, they sought to explore a virtual
solution. This study was performed to determine if virtual reality might offer a way to
Through their action research, the authors were able to consider how the
effective professional development that was personalized, realistic, and relevant to the
trainees were able to engage with and interact with lifelike avatars, rehearse realistic
situations, observe consequences of their behaviors, then reflect on their experience (p.
12). In participating in this type of learning experience, each individual could benefit
Each student avatar was designed to reflect various learning styles, personality
archetypes, and behaviors in order to provide trainees with a range of interactions that
would prepare them for leading a classroom and interacting with a variety of learners.
The program also relied upon personal experiences from the development team to create
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parent and teacher avatars for trainees to interact and practice with. In addition, the
program worked to address all facets and responsibilities of a teachers job including:
teacher-student relationships, teacher behavior and reaction, working with classified and
special needs students, working with students with disabilities, teaching English
for Learning Strategies, Error Correction and Scaffolding, Inspiring Critical Thinking and
Questioning, Discrete Trial Teaching Cycle, and Direct Instruction Teaching Cycle (p.
13). As this program has the potential to be manipulated by a trainer or coach, trainees
scenarios:
yet targeted experience. The sessions can be recorded, and the educator in
Because this program has the potential to be controlled, it can be used to replicate
addressing an area for growth, and providing the trainee with a safe-environment to learn
and improve in a way that is meaningful to them personally. As trainees perceive this
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vested interest on the part of their employer or trainer, they are likely to engage and
inform their behaviors and practice. The authors of this study determined that there were
numerous applications for this virtual reality simulation tool because it holds the potential
to be consistently useful for all faculty members throughout the year, as a training tool,
Dieker, Hynes, Hughes, and Becht (2015) were also able to observe the value of
transdisciplinary work, as their complex design process considered the roles and
characteristic of this study, as it suggests that training programs are most effective when
developed by several stakeholders who can best consider the needs of the company and
the trainees. Through this process, the authors were able to implement a training tool that
learning opportunity that was able to promote skill transfer and engender learner
scenario-based or problem-based training through the use of game engines. Through the
use of game engines, it is hypothesized that trainees can merge what is known with what
has been learned and practiced, and merge it into virtual behaviors and actions; as
learners are able to close the gap between their prior knowledge and the information
gained from training initiatives, they are completing what Horton (2012) calls a
Connect-type Activity (pp. 163-214). In their research, Li, Chan, and Skitmore (2012),
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explored how trainers were working to circumvent the numerous fatalities that were
occurring in tower crane operations and dismantling. The authors considered that use of
simulation to properly train employees in these dangerous tasks without requiring the use
of costly equipment or space. Prior to this study, any training had to occur in real-time:
crane and derrick boom merely for practice purposes. Therefore, the only
way for trainees to practice is to work on site on real projects. (p. 639)
In their development of this program, the authors worked to provide an alternative, less
risky training initiative through virtual means. They posited that as learners would be
able to connect procedural training with visual application, they would be able to benefit
from experiential learning in order to inform and modify their use of the dangerous
it was hypothesized that this form of training would enhance the users motivation in
functionality and the integration of input devices to measure trainee movement. The
training with the simulation that could be completed by groups as they prepared to
dismantle the tower cranes in teams; this on-the-job training was proven efficacious for
both new and experienced employees, as all participants received consistent results after
participating in the program. Users were able to collaborate, communicate and reflect on
their performance of the virtual crane dismantling in order to inform future practice. The
authors use of input devices to simulate realistic physical movement as much as possible
through the integration of Nintendo Wii remotes and nunchucks also ensured that trainees
were able to receive accurate and useful feedback regarding their physical movements
trainee movement through the Bluetooth technology, the authors were able to perceive
By making the training and feedback as accurate as possible, the authors were
able to observe a perceived usefulness and inherent value on the part of the trainees.
Surveys of participants and assessments of learning suggested that one of the main
benefits of the training was the identification of the trainees weaknesses and
before the start of actual construction; through this study the authors were able to
conclude that:
can provide a platform for the designers to verify their proposals for a
engagement, safety, cost, and risk, in their content analysis of game-based training
initiatives in military applications, Newsome and Lewis (2011) identified that game-
based learning also has its limitations. While the gaming community has always been
eager to prove that their product is a panacea to satisfy training initiatives, realistic
applications have exhibited that their validity has been assumed more than proven (p.
121). What the US Army has called a significant deficiency in US training seems to
be caused between the disparities between the goals of game designers and military
instructional designers; the fact that [g]ame designers are concerned to entertain and
reward the user for playing leads to unrealistic design choices that are counterproductive
when preparing soldiers for combat, such as multiple lives and enduring user-led action
which are not conducive to warfighting training initiatives (Newsome & Lewis, 2011,
p. 126).
The authors go on to explain that game designers who have been contracted to
create digital training programs often present unrealistic time frames, idyllic conditions
and collaboration, and simplify or do away with necessary routines and headache
situations that are part of the job. These disparities only serve to mislead the learners and
give them unrealistic expectations as they prepare for battle. Military trainers argue that
the game-based digital training programs should help to illustrate worse-case scenarios,
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so that their trainees are better prepared; however, the risk everywhere, but reward is
nowhere model that lacks extrinsic motivators and elaborate visuals works to bore
trainees (p. 127). In making this point, Newsome and Lewis illustrate the divergence that
In addition to poor design and implementation, there are also some studies to
indicate that game-based training initiatives are completely ineffective for certain
engagement levels are completely unaffected (Bauer, Brusso, & Orvis, 2012), in addition
to this there is little research to indicate that it has a great impact on training-transfer or
learning:
has been proven, the coefficients tend to be small. Moreover, the new
While this study does concede the hypothesis that game-based digital content can
increase learner engagement, the authors argue that it is important to consider that its
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efficacy as a learning tool is not yet validated. Newsome and Lewis (2011) include in
their research that both the US Department of Education and Sports Science have also
called the efficacy of game-based learning into question, as results are not indicative that
learner types do not equally benefitted from this form of learning content. This lead the
generate authentic learning and lasting memory, or if it is simply a conduit for trainees to
In light of the research and current studies, the researcher hypothesizes that adult
learners are best able to benefit from eLearning when they are able to perceive the
content of the training as germane to their abilities, knowledge, and needs. As trainers
and instructional designers prepare their content and training programs, they should
consider the specific needs of trainees and provide opportunities for interaction and
reinforcement throughout the training that adapts to the learners need for enrichment or
reinforcement.
consequence and simulation. Case studies and simulations are effective activities in
exploring new information within the context of the workplace. Last, while the
some learner types, it cannot be ignored that the research indicates that this is not the case
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for all learners. In light of the negative impact that game-based learning can have in
their design and implementation of games, and mindful that the edutainment nature of
By blending the use of virtual reality or game-based simulation with more valid
wider range of learners and personality types. In future inquiry, the researcher will seek
to determine how trainers and instructional designers are working to ensure that content
is effective in engaging learners in such a way to engender authentic learning and skill
This section explores the current research that has been done regarding the
environment. The Flipped Learning Network (2014) identified the 4 Pillars of F-L-I-P
to aid teachers in successfully adopting this model. They defined flipped learning as:
group learning space to the individual learning space, and the resulting
Using this method, the instructor no longer dictates and manages the learning, but rather
serves as a guide and mentors learners as they engage with and explore the content and
learners with a flexible environment, establish a learning culture, create and curate
intentional content, and adopt the role of a professional educator as they consistently
monitor their students learning and progress, and provide feedback and necessary
interventions when applicable. While there is little research to support that flipped
researcher will identify how the four pillars are already occurring in corporate training in
isolation.
As corporate training initiatives are geared towards adult learners, the body of this
research will be aligned with Knowles (1984) five assumptions concerning how to best
teach adult learners: (1) adult learners consider themselves to be self-directed learners,
(2) adult learners rely upon their experiences as resources for learning, (3) readiness to
learn is greatly dependent upon the developmental tasks of their social roles, (4) adult
learners orient their learning according to problem-centeredness, and (5) adult learners
are internally motivated (Pappas, 2013). Through this, the researcher was able to select
studies that would be most applicable for andragogical application. By observing how
these attributes are being used in training initiatives to foster authentic learning and
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development for employees, the researcher seeks to illustrate how flipped instruction
ubiquity of the training environment. As the digital age has availed trainers with a
eLearning, trainers can implement a cost-effective program that has minimal impact on
production and workflow, and is flexible and accessible to employees. Stober and Putter
(2013) posit that mobile and macro learning are the new best practices for training.
The authors argue that by adopting a digital learning approach, instructional designers
and trainers can provide a ubiquitous and flexible learning environment that overcomes
the tactical barriers often associated with corporate and professional training (pp. 41-42).
As trainers begin to adopt a mobile learning mentality, they will open new frontiers for
training as learners can benefit from content that is delivered conveniently, feasibly and
immediately making on-demand learning available whenever and wherever (p. 42).
and use, so that learners can benefit from absorb-style activities and then interact with
peers to perform a task according to their training. In doing this, learners are able to
transition new learning into working and long-term memory. Mobile learning works to
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confront transfer barriers, as trainees are able to authentically engage with new
information at their own pace, and consider relevant training within a workplace context
(p. 41). While a shift from face-to-face instruction to a flexible learning environment does
not reflect a significant change in learner outcomes, surveys are indicative of a higher
level of learner satisfaction in this model (Jeong & Kim, 2014, p. 35).
In addition, Stober and Putter (2013) also recommend that learning content be
small manageable chunks, that work to develop learning and mastery over time. As
learners perceive that they are being rewarded with their own free time and the freedom
to choose when, where, and the rate that learning will occur, they are intrinsically
motivated to comply with microtraining initiatives. The authors of this study observed
that these training programs were efficacious not only for their flexibility and
accessibility, but also because of their inherent nature to encourage meaningful discourse
and peer interaction as trainees collaborated to incorporate the content of their training
into everyday practice. As training initiatives engender such behaviors, they help to
The Flipped Learning Network (2014) argues that learners benefit when
within their programs where trainees can interact and reflect on their learning in order to
initiatives, trainees are given the opportunity to team with peers in order to consider their
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learning and its application in the context of a group. Kopp, Hasenbein, and Mandl
learners authentically engaged with realistic problems that mimicked experiences they
might face in the context of their workplace through participating in case-study scenarios.
The authors of this study argued that [m]irroring reality as authentically as possible
knowledge and multiple perspectives for solving a problem they are able to authentically
efficacious connect type activity for corporate trainers, as it gives learners the authority
to integrate what [they] are learning with what [they] know and forge new
understandings within a community of practice (Horton, 2012, p. 163). At the same time,
this study works to confront the disengagement and isolation that often challenges the
success of virtual learning environments (Dunn, 2014, p. 35). By providing learners with
a digital forum to interact, collaborate, and question, instructional designers give trainees
the opportunity to adopt both the role of the student and of the expert; through
given information was positively linked to the quality of the final group
learners to receive immediate feedback from peers and instructors that can help them to
inform their learning process as they forge new knowledge to confront the problem.
In this study, the authors provided groups with two content-specific problem
determine the which types of interactions yielded higher transfer and learning (p. 351).
In doing this, learners not only were tasked with scenarios where each individual
assumed a singular role that contributed to the completion of a task, but also had to learn
(p. 354). In the content-specific problem solving activities, participants were assessed on
their ability to gather information and develop a solution; on the other hand, the
common approach and steering the interaction process (p. 359). Evaluators of the
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While the authors of this study state that more research is needed on
participants are able to contextualize their learning and communicate with peers as they
apply new information to practice (p. 369). Kopp, Hasenbein, and Mandl (2014) also
recommend how instructors can further support learners with guidelines or scripted
to the organization as well as the participants of the group (p. 369). The authors of this
study feel that the inclusion of a mentor or employer in this type of learning interaction
participants work together with leadership to confront real-world problems faced by the
As Kopp, Hasenbein, and Mandl (2014) suggest, the content that is selected and
provided to trainees will play a significant role in the construction of new learning and
understanding. The Flipped Learning Network (2014) explains that teachers must
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implement purposeful curatorship when creating and selecting instructional content for
participants to independently review: Educators continually think about how they can
use the Flipped Learning model to help students develop conceptual understanding, as
well as procedural fluency (p.2). Dunne and MacDonald (2010) describe a virtual-
reality training program developed by collaborators at The Virtual Clinical Learning Lab
at Texas A & M University-Corpus Christi and the US Navy to train medics and nurses in
the military. Their program, PULSE!!, allows learners to engage with a concentrated
reality as they rehearse life-saving skills and knowledge as often as necessary (p. 25).
This program was developed to address the needs of what Dunne and MacDonald (2010)
of which 89.5% are computer literate, 63% are Internet users, and
14.3% have been using the Internet since age 4. Research by the Kaiser
day, 43% using a computer, and 24% playing video games several times a
In order to best address this audience, developers created Pulse!! to replicate the
experience of playing a video game. Users can control their avatar to get a sense of the
virtual environment by walking around and exploring; in doing this, users are able to
benefit from an adaptive program that is designed within a variety of situational contexts.
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As learners avatars engage with virtual environments and patients, they experience
problem-based scenarios that mimic things they might experience in the field:
Users interact with a high-fidelity virtual patient and with other virtual
As the virtual patient responds to the users actions and decisions, situational
consequences arise to inform his or her future practice while in the field.
As Pulse!! can be accessed remotely, learners can engage with the learning tool
prior to coming into in-person training, practicing with mannequins and haptic devices,
and revisit various cases to refresh themselves prior to entering the field. In order to
ensure the efficacy of this tool, developers grounded their program in research findings
and equipped with tools and generators that enable clients to author cases and create
for authoring, revision and adaptation, Pulse!! has become more effective, as it can be
tailored to fit the needs of each individual or group of learners accordingly, and evolve to
mirror the emerging technologies that trainees will encounter in the field. This adaptive
technology not only will provide necessary assistance and feedback for users, but also
provide them with opportunities to further explore the depth of and improve upon their
skill sets. As learners engage with this tool, they are also become self-reliant as they are
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taking ownership over their own learning and working towards mastery at a pace that is
what the Flipped Learning Network calls intentional content as it was designed with
users in mind, is able to flex to meet the needs of a wide-range of learner types, and helps
potential to evolve to confront any potential challenge that trainees might face as they
engage with new training initiatives or rehearse skills in effort to achieve transfer.
As instructors create, select, and update their digital content, it is important that,
like Dunne and MacDonald, they consider how their tool will be able to grow with the
learners to best meet their needs in providing a realistic, accurate, and relevant learning
experience. The Flipped Learning Network argues that this is a central role of what they
call a professional educator. The final pillar of F-L-I-P is the role of the trainer or
instructor as a professional educator; in this role individuals are tasked with the
relevant to the moment, and assessing their work, and because professional educators
plan, they are reflective in their practice, connect with each other to improve their
classrooms (p. 2). As flipped learning environments are inherently flexible and non-
and adapt to the needs of their learners is critical to the success and efficacy of the
learning.
One way that corporate trainers and educators are working to fulfill this role is by
approach that incorporates aspects of both eLearning and face-to-face instruction. In this
type of learning environment, learners benefit from the mobility and ubiquity of the
flipped model, but also have opportunities to receive instruction, feedback, and guidance
in a classroom or on-site setting. Through this model, teachers and trainers are able to
provide instantaneous interventions and review to ensure that participants are exposed to
Farber (2013) explain that within a blended learning environment, trainers can maximize
the efficacy and benefits of both online and face-to-face instruction, all the while
diminishing or confronting the weaknesses (p. 1726). The authors go on to explain that
the blended model is designed and thought to be a pedagogical approach that allows for
the instructor to be innovative, as they are continually changing their approach to best
In this type of learning environment, the educator is able to be flexible and use both
virtual and in-person instructional methods to foster authentic learning for all
participants.
for individuals with neurodevelopmental and related disabilities from an on-site course to
a blended model. The participants in this study ranged from healthcare professionals,
expert faculty, and family members of individuals with neurodevelopmental and related
disabilities. The authors of this study stated that asynchronous online discussion (AOD)
forums played a critical role in the efficacy of the virtual learning environment as it
allowed for trainees and faculty to have a social presence in the course and on-going
understanding of a given topic (p. 1728). In their field analysis, the authors were able to
confirm that the existence of the AOD allowed the trainees to more easily relate
personal/community experiences through daily online rigor and that they appreciated
the immediate interaction with the cohort through online discussions, within time frames
that were most comfortable to them and congruent with their own personal training
As Xie (2013) asserts, the use of AOD can promote collaborative learning and
enable[e] communication and interaction among physically isolated online learners (p.
289). Through these interactions students can benefit from peer-feedback, which not
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only helps learners to forge new learning as they make meaningful connections, but also
to motivate their continued participation (p. 291). Xie argues that the teacher has a
(p. 297). In addition, the author recommends that teachers provide students with
discussion prompts and learning tasks via the AOD that are inherently challenging, but
also provides exemplary models to illustrate the wished-for result from achieving the
study that the hybridization of virtual learning environments with face-to-face learning
professional discourse; learners learned from each other and the experience of faculty
(p. 1729). In this type of learning environment, instructors are able to take a less visibly
prominent role and engender a learning culture where all participants are viewed as
2).
Despite the perceived potential for the model, this study illustrated some logistical
Lotrecchiano et al. found that there was significant disconnect when synchronous
meeting was unattainable. They also found that inconsistent participation among the
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learners in AOD affected the efficacy of the course: not all specialty faculty
participated in the online discussions, so they were not all able to draw connections
between their classroom discussion and the online course (p. 1732). While the rate of
the curriculum was designed to allow for learners to work freely according to their own
pace and rate of learning, the authors found that this often proved to be
participants to become fully comfortable in communicating in this manner, and the pace
of the curriculum often caused for individuals to abandon communication and discourse
that had potential to engage critical and higher-level thinking (p. 1732).
The authors of this study recommend that instructors model appropriate online
postings early in the course to encourage learner adoption of expected practices that set
the standards for length, quality, and frequency of AOD contributions (p. 1733). In
addition, they encourage trainers to place strong emphasis on the imperative attendance
and participation in face-to-face sessions, as these learning opportunities allow for the
and an opportunity to practice caregiving techniques, the authors felt that the training was
not as effective as it could have been for those participants who were unable to attend.
While the authors concede that their course was already blended, in that it already
incorporated didactic, experiential, [and] reflective learning opportunities, they felt that
the inclusion of the online interactions, absorb activities, and resources worked to
enhance the course (p. 1733). The researcher hypothesizes that for best results,
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help to substantiate the researchers claim that the flipped model would be efficacious in
fostering authentic learning and skill-transfer with adult learners. With the observation
that many facets of flipped instruction are trending in the corporate training sector, it can
be assumed that this pedagogical model would be successful in its application. In future
research, the researcher will seek to identify studies that further support the efficacy of
this hypothetical model in environments that support andragogy and corporate training.
This subsection will review the literature that evaluates the elements of training
initiatives that are proven to enhance learner behaviors of participation, compliance, and
motivation when using eLearning modalities. As the flipped instruction model requires
that learners engage in learning activities independently, this section of the chapter will
review the current research that will be helpful in determining how trainers and
instructional designers can best stimulate learner participation, user compliance, and
inherent motivation.
One of the leading factors in determining the efficacy of any independent learning
initiative is active participation and engagement on the part of the learner. When learners
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actively engage with and participate in learning initiatives, they are best able to benefit
instructional designers and trainers are facing the challenge of engendering learner
participation naturally through the design and implementation of their online training
initiatives. As Dunn (2014) asserted in her study, [t]eaching and learning in the online
environment presents challenges for any course, so it is important that in the planning
and development phase of any eLearning initiative that learner participation be a central
fund success. Dunn sought to determine the factors that contributed to academic
the purposeful and needless delay in completing class work that is detrimental to
academic outcomes (p. 34). Existing research concluded that academic procrastination
was the resultant behavior in similar courses within the traditional classroom model,
motivation, and content-related anxiety (p. 34). Dunn sought to explore how these
graduate statistics course at a midwestern university. The author recognized two different
levels of engagement are greatly impacted. In fast-paced online courses that assess
regular and frequent participation through AOD or collaboration with peers, the mounting
stress of this procrastination and inactivity can also add to an insurmountable level of
anxiety that only further exacerbates the procrastination behaviors. As a result, learners
affected by passive procrastination feel a lower commitment to their academic goals, and
Dunn (2014) identified one environmental factor in her study that defined online
As learners feel inherently isolated by the online learning course, they are more likely to
fall into behaviors of procrastination and anxiety. In this situation it is likely that students
will experience a high-level apathy, which will result in negative performance and
Dunn suggests that intrinsic motivation and academic self-regulation are learner
characteristics that contribute to positive academic outcomes and behaviors, and that
when these things are absent from a learning experience, that procrastination and learner
anxiety are likely to occur (p. 36). In her study, Dunn confirmed her hypothesis that
imperative that they provide learners with three conditions that foster motivation:
autonomy, competence, and relatedness (p. 40). As learners are able to feel a sense of
control and independence in their learning process, they are more likely to take an
ownership role over their learning and exhibit self-regulatory behaviors. Also, as learners
experience confidence in their abilities, they are more likely to feel motivation to
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context plays a significant role in learner engagement; as learners are able to understand
applications for their learning, they are likely to engage in a meaningful and productive
way. Dunn also observed that when learners were given appropriate levels of challenge,
feedback and data from the LMS system. Through this information, Xie evaluated
posting and non-positing behavior in order to determine what authentic learning looks
non-positing behavior as a facet of learning, just as posting behavior is. Xie defines
posting behavior as the measurable participation and engagement in an AOD, i.e. posting
in discussions, responding to the posts of others, and the frequency and quality of
posting. Xie argues that non-posting behavior has oft been neglected by other
researchers, and that students invisible actions of reading and evaluating contributions
of peers, completion of course tasks and review of content, and general lurking
behaviors, and discourage non-posting behaviors which play a significant role in the
Like Dunn, Xie found that online learning is most effective in fostering
intrinsically motivated learners when there were opportunities for autonomy and
competence (p. 291); Xie also included perceived value in his list of critical factors to
engender student engagement. Xie found that feedback played a significant role in
what was taught throughout the course of the semester because they had to
recall what they were taught when they provided feedback to their peers.
Palloff and Pratt (2007) suggested that online courses should encourage
As students engaged in a learning community, they were able to adopt various roles as
expert, learner, and collaborator. As learners felt responsible to their peers to provide
feedback and share their experiences, they not only felt a sense of perceived value in their
positing behaviors, but also a sense of competence. Xie also suggests that instructor
confront the issue of students who never post, Xie recommends a rating system where
learners receive extrinsic motivators to participate and engage in academic discourse (p.
298).
As Xie was able to determine the causes of posting-behaviors, he was also able to
They may have thoughts but others have already made similar comments before
they can post theirs, they may have ideas but are not quite sure how to phrase it
yet or they may simply prefer to read what others wrote before they post anything
(Dennen, 2008b). The significant correlations suggest that a students reading and
As the above passage suggests, non-posting behaviors are just as important to the
learning process as posting behaviors. The researcher concludes that this behavior set is
indicative of the learners rate of learning; as Horton (2012) suggests learners must
absorb information before they can successfully put their learning into application or
make connections between their prior knowledge and the new information. Xie (2013)
[l]earning happens when students read the discussion content, integrate the
As instructional designers and trainers integrate AOD and evaluate learner participation,
they must consider the value of both posting and non-posting behaviors so that they can
glean an accurate picture of how learners are benefitting from the eLearning
environment.
While the work of Dunn (2014) and Xie (2013) helps to illustrate how instructors
can use online learning platforms to enhance learner participation and motivation in
academic contexts, Puhakainen and Siponen (2010) discuss how trainers can achieve
achieving employee compliance, trainers and instructional designers are able to activate
employee thinking processes and thereby make it more likely for employees to
internalize the reason why it is important to comply with training programs (p. 758).
motivated and engaged learners, some organizations and corporations try to encourage
studies on Cognitive Moral Development in more than 40 countries suggest that non-
36
punitive strategies, particularly cognitive education and training, can be even more
effective in justifying compliance with the rules for certain types of people (Puhakainen
& Siponen, 2010, p. 758). So corporations and organizations would be better off finding
other ways to engender authentic engagement and perceived value in their initiatives.
One issue that trainers and instructional designers must confront lies in the design
of training programs and content. Puhakainen and Siponen (2010) argue that many failed
practitioners acquire tools that might work in one situation but do not
know why they ultimately work. Such tools might fail in other situations,
but again, the practitioners wont know why. If one doesnt understand
the underlying theory behind the tool, then one cannot understand its
p. 758)
They go on to explain that efficacious learning programs must have a clear and
observable objective, and that the learning tool must be grounded in theoretical and
empirical research.
Puhakainen and Siponen performed action research to evaluate how trainers and
instructional designers could best motivate and engage learners in such a way that fosters
authentic learning and transfer. The authors worked with a host company to complete a
37
training program reviewing existing IS Security policy and procedures with trained
In order to perform this study, the authors completed the study in two cycles. The
first cycle evaluated intervention based theory, while the second measured the efficacy of
implementation practices (p. 770). In the first cycle, the authors identified that
In the second cycle, they were able to identify seven implications for trainers and
instructors: (1) the use of a systematic training program, (2) the design of learning tasks
that will hold personal significance and relevance to the learners, (3) the implementation
potential policy and procedures to benefit the corporation or organization, (5) integration
of policy and procedure in everyday practice, (6) employee evaluation and review by
management, (7) improvement of practice (p. 774). These seven implications replicate
observe that training initiatives are well designed and planned with intentions to confront
a real problem, they are more likely to perceive a value and use for the program, and
comply with the training initiative, in order to fully understand and comply what is being
The authors observed that when authentic documents created by the trainees were
documents that had been sent to partners and customers to illustrate reoccurring security
issues, learners were able to see a significant relevance to the training (p. 768). Results
indicated that this activity was especially fruitful, as learners were able to see how they
were at fault and were being given an opportunity to correct their behaviors, which had
serious repercussions for the company as a whole (p. 769). As learners were able to
perceive this as not only a learning opportunity but also a second chance, they were
intrinsically motivated to comply and work to correct their behaviors to benefit the
company.
In light of current research, it is clear that learners are more likely to actively
participate with online training initiatives when they are designed to encourage goal
setting, self-directed pacing, collaboration and challenge that is adaptive to the individual.
When the design of training initiatives is grounded in research and design and includes
purposeful discourse, relevant activities, and clear learning objectives, learners are able to
develop inherent motivation to comply with training directives. The researcher concludes
program that works to include these things, but also is designed to confront the issues that
pacing, and isolation. By addressing these issues, the training initiatives may be best
This section addresses the various factors that have been studied to measure the
these factors the researcher projects that she will be able to determine criteria that have
potential applications for measuring the efficacy of a flipped instruction program in the
Lee, Hsieh, and Hsu (2011) identified that eLearning initiatives are only able to
benefit learners and employers if the programs are utilized appropriately. As the authors
suggest, if learners fail to use e-Learning systems, the benefits of such systems will
not be achievable (p. 124). While many studies have been performed to better
understand employee acceptance and utilization using the Technology Acceptance Model
(TAM) (Davis et. al, 1989), the authors sought to better measure employee acceptance
and potential use through blending TAM with Innovation Diffusion Theory (IDT)
between the innovation diffusion theory and TAM variables in the same
perceived ease of use (PEU) and behavioral intention to use (BI). This
40
empirical study could be useful for developing and testing theories related
(p.124)
The authors suggested that their study was unique when compared to the body of existing
literature in that it measured user acceptance and use within the setting of an
organization, rather than an educational institution. For this reason the researcher
selected this study. In their merging of TAM and IDT, the authors were able to determine
intention to use the e-learning system, were taken from the TAM and IDT.
The Technology Acceptance Model (Davis et al., 1989) was designed to assess
any interaction between humans and computers and is based on two salient beliefs PU
and PEUdetermine technology acceptance and are the key antecedents of behavioral
intentions to use information technology (p. 125). Their model suggested that, as
individuals perceive that a technology or system will enhance job performance (PU), and
experience an ease of effort while interacting with the technology or system (PEU), that
they are most likely accept and find applications for it. The authors hypothesized that by
41
including factors from this evaluation model, researchers would be enabled to determine
The Innovation Diffusion Theory (Rogers, 1995), on the other hand, measures
are forged quickly after interacting with a given technology (as cited in Lee, Hsieh, &
Hsu, 2011, p. 126). Rogers (1995) defined the term innovation as an idea, practice, or
object that is perceived as new by an individual or another unit of adoption (p. 11). He
certain channels over time among the members of a certain system (p. 5). Rogers
theory includes five significant innovation characteristics: (1) relative advantage, (2)
While there were many existing studies that merged aspects of TAM and IDT, the
authors decided that it was important to include all five innovation characteristics of IDT
in order complete a thorough and effective study that would consider all variables. In
their study, Lee, Hsieh, and Hsu hypothesized that compatibility, relative advantage,
observability and trialability while working with the e-Learning systems would have a
positive effect on the PU, PEU, and BI. Conversely, the authors predicted that any
complexity experienced and perceived by users would negatively impact the PU, PEU,
and BI for potential use of e-Learning systems (pp. 127-128). In order to collect end-user
The questionnaires consisted of three parts and were designed to measure the five
innovation characteristics from IDT and the constructs of TAM, and gather basic
demographic data.
The authors stated that they felt their hypotheses for this study were confirmed.
Consistent with their hypothesis, it was observed that when users were able to perceive
43
compatibility between the innovation and their previous experiences or knowledge, that
tended to evaluate whether the e-learning systems could meet their job
systems could meet their job needs, then they were likely to consider the
regarded the e-learning systems as being better than the traditional training
to be more useful (Chang & Tung, 2008; Wu & Wang, 2005). (as cited in
In contrast with the existing research, Lee, Hsieh, and Hsu found that complexity
initiatives were assumed to be similarly simplistic in their objective and purpose (p. 133).
These findings suggest that when e-Learning initiatives are perceived as complex they are
improve an individuals job performance. The researcher hypothesizes that when users
feel a need to invest time to better understand e-Learning systems, they assume that their
investment of time and effort will be rewarded with equivalent gains in skill or
knowledge.
44
The authors also found that observability had little to no impact on the perceived
learners were given opportunities to try the technology, they felt that the e-Learning
system was less useful as their participation was not dependent on their employer or
trainers expectation, but rather their own self-driven exploration (p. 133).
In their evaluation of PEU, the authors found that complexity had a negative
effect, whereas trialability and relative advantage had a positive effect. These results
were consistent with previous studies, suggesting that users in educational institutions
and organizations have similar perceptions in terms of technology ease of use. In their
with unease, when they felt it was complex and difficult to operate. It
implied that if the employees believed that the e-learning system could
opportunities to try the e-learning systems, they were more likely to view
The authors observed that the five innovation characteristics of the IDT and the
perceived usefulness and perceived ease of use from the TAM had significant and direct
effect on employee behavioral intention (p. 134). While the study confirmed the
continually change, the authors concluded, adoption is not a snapshot and one-time
decision, but rather a continuously staged process that can be investigated and boosted
(p. 134). This conclusion helped to establish recommendations for integrating e-learning
systems in an organization:
Potential users must first learn about the innovative tool and be persuaded
to try it out before they decided whether to adopt it. Therefore, this study
about how to use the e-learning systems as well as the trial opportunities
Joo, Lim, and Kim (2012) similarly considered perceived usefulness and
perceived ease of use in their study. The authors considered these learning environmental
factors as determinants of learning flow in corporate online training (p. 313). In addition,
this study considered learner self-efficacy, intrinsic value, and test-anxiety as significant
predictors of learner achievement. As, Joo, Lim, and Kim sought to determine whether or
not e-Learning programs were providing a high quality of learning, they evaluated levels
study, the authors wanted to determine if participants were able to engage in what they
existing literature suggested that the determining factors of learning flow are: self-
47
efficacy, intrinsic value, perceived usefulness, and perceived ease of use. Therefore, the
authors selected these factors when determining predictors of authentic learning flow.
their employer in Korea. This company was selected because of its twelve-year history
was expected to minimize the novelty effect of e-learning interventions to the learners
(p. 317). The authors evaluated two different surveys: the first survey evaluated learner
self-efficacy, intrinsic value, and test-anxiety and was distributed during the first week of
the program, whereas the second survey measured perceived usefulness, ease of use, and
learning flow and was administered during the final week of the program (p. 318).
The study confirmed much of the literature suggesting that self-efficacy, intrinsic
value, perceived ease of use and perceived usefulness were significant indicators of
learning flow, while intrinsic value, test anxiety, perceived usefulness and ease of use had
significant and direct effects on learner achievement. One interesting observation from
this study was that learning flow did not necessarily result in learner achievement. It was
concluded from these results that learning flow is not necessarily a determining factor in
participants in this study were unable to fully engage and focus solely on e-learning tasks,
but were instead distributing their focus between job-related tasks and e-learning
The authors concluded that perceived ease of use and perceived usefulness were
the most significant influential factors for learning flow and achievement. They
recommend:
are relevant and valuable to learners. Most of all, the design of the
feature and function of the online system is useful and easy to use. (Joo,
In addition to these recommendations, the results of this study also suggested that
employees are unable to achieve learning flow within their workplace environment.
From this data, the researcher hypothesizes that if learners are removed from the context
of their job and job-related responsibilities and given adequate time and space to fully
engage with e-Learning systems in order to achieve learning flow, that learning
achievement will increase. This hypothesis is not only based on the results of this study,
but also the literature upon which Joo, Lim and Kim based their hypotheses. This
information further supports the researchers hypothesis that mobile learning and
would allow for participants to engage in training outside of the workplace at a time
While the aforementioned studies posit ways to assess learner perception and
predict adoption and utilization of e-Learning initiatives, other studies suggest that
training innovations are only efficacious when the programs are purposefully designed
convenience stores were being trained. The author developed and evaluated the quality
and effectiveness of the training program through four phases over the course of a year
redesign. (E125)
Through this process, Chang also evaluated the usability of the eLearning program. The
author determined that usability was a significant factor that would affect the efficacy of
and information retention (p. e125). Changs research is in support of the arguments
50
made in the aforementioned articles, as his study considered user perceptions and
The author evaluated the usability of the training program through Neilsens
(2000) five usability categories; of the five categories identified by Neilsen, three were
considered: (1) efficiency, where the user knows how to use an artifact, the speed at
which the user can perform tasks; (2) errors, the number and importance of user errors
and the ease of correcting the errors; and (3) satisfaction, the pleasure of using the
In his study, Changs research approach was guided by DBR, and the refinement
stage of this research process was synthesized with the usability evaluation process,
which was performed through each stage of the DBR (E126). To begin, a needs
assessment was performed to identify the needs of the trainees; interviews and surveys
indicated that merchandise receiving and performing inventory, checking out customers
and heating up food were aspects that required emphasis (E. 126). Three versions of
interactive and multimedia based eLearning were developed throughout the study
including a prototype, alpha, and beta version. While completing the training prototype,
evaluations considered content, design, and usability. Through this process the designers
were able to continually assess the efficacy of the model (p. E126). Each phase of this
Throughout the research process, participants were trained in how to use the
program, and were guided by a test experimenter. As the experimenter prompted the
participants to complete the tasks, [u]sers were asked to think out loud while performing
the tasks (p. E127). The experimenters observations from this, paired with the usability
surveys helped to inform revision and design of later versions of the training. Eight
(1) was the instruction sufficient in terms of the content?; (2) how did the
marked?; (6) did the design elements help users to understand the
content when audio and video multimedia were presented?; (8) what
point Likert scale. The statements considered the user experience and perception of the
program: (1) The learning content of the e-Learning program is clear for me to
understand; (2) I think this program provides relevant learning content and information;
(3) Graphics and icons of this program are appropriately displayed; (4) The learning
content of the program is adequately edited; (5) I think the learning content of this
program is necessary for my work; (6) In general, I feel comfortable using this e-learning
52
program; (7) After using this program, I think I am able to carry out more work; (8) After
using this program I think it makes my work more efficient; (9) After using this program,
I think it is useful for my work; (10) It is simple for me to use this program; (11) It is easy
for me to get needed information from this program; (12) It is easy for me to navigate this
Through this process, the designers were able to better understand areas for
program revision throughout the prototype, alpha, and beta versions, which were
reflective of the design, development, and implementation processes of the DBR. Chang
posits that through this type of active observation, assessment and revision, instructional
designers can ensure meaningful improvements and continuous usability. The author
concluded at the end of his research that this process not only affects the efficacy of the
program, but also affects user acceptance as it enables users to accomplish tasks easily,
While Changs study helps to illustrate how designers can work to adapt and
revise content to meet the needs of learners and trainees, Bauer, Brusso, and Orvis (2012)
argue that technology has the potential to make those changes automatically through
adaptive programming. In their study, the authors evaluated video games as adaptive
effective in instructing various personality types. They defined adaptive technology as:
training content that is tailored to suit each trainee where the level of difficulty of the
training content can be modified to best suit the trainees current skill level and personal
53
progression across the training (Wexley & Latham, 1991, as cited in Bauer, Brusso, &
providing trainees with an optimal level of difficulty [c]onsistent with Vygotskys (1978)
zone of proximal development, the training should be difficult enough to increase trainee
motivation and performance, but not beyond the given trainees capability (p. 149).
While the authors assumed that learner-centered adjustments in difficulty would be more
advantageous than forced adjustments (based on level or time elapsed), there was little
research to support that assumption. In fact, exiting studies indicated that there was little
substantiated that learner-centered adaptive training (i.e., high learner control in their
study) was not universally better for all trainees in terms of learning (as cited in Bauer,
Brusso & Orvis, 2012, p. 149). As a result, Bauer, Brusso, and Orvis considered how a
learners personality type affected their ability to benefit from certain learning modalities.
As a result, this study was completed to investigate the optimal strategy for modifying
task difficulty for different learner personality types, and what conditions (i.e., for which
trainees) the investment in adaptive training is most fruitful and may reap the expected
The authors argued that an adaptive technologys ability to modify its task
develop the learners knowledge and skill levels (Orvis et al., 2008, p. 2417, as cited in
Bauer, Brusso & Orvis, 2012, p. 150), to match trainees needs and abilities is
necessity to the success of an adaptive training program that it adjust according to the
trainees existing and evolving levels of mastery. Based on their research, the authors
hypothesized that when learners experienced what the they called manageable
challenge they would be able to continually engage with training program to enjoy the
anticipated benefits:
training content gets easier when the learner performs poorly and harder
Orvis et al. (2011) suggested that the expected benefits are largely dependent upon the
individuals personality type; of what the authors described as the Big Five personality
intellectually curious, and continually seeking new experiences; as these individuals are
naturally able to readily engage with new information and learning opportunities, and are
intrinsically motivated, they are often able to benefit from training initiatives (p. 151).
Orvis et al. (2011) observed that as these individuals engaged with eLearning programs,
they required the opportunity to assume what the authors defined as learner control,
and when they were denied it they did not yield consistent results in terms of learning
outcome (p. 151). From this study, Bauer, Brusso, and Orvis (2012) hypothesized that
adaptive eLearning programs would provide these individuals with an optimal learning
environment that would allow for opportunities where creativity and curiosity would
flourish; on the other hand, trainees without this personality type may not find success or
such individuals are not receptive to learning new things and do not seek
56
remain in a low difficulty level, and thus learn less over time. In contrast,
tailored, forced increased and static conditions, trainees with low openness
151-152)
As the passage above suggests, without openness to experience, individuals are less likely
to grow and adapt to challenge levels in order to grow or progress beyond their current
skill set.
dutiful, organized, and strive for personal achievement as such, these individuals find
great success in training initiatives as they put forth more effort [] and set higher
goals (p. 152). Trainees with lower levels of conscientiousness were expected to
mounting frustrations born from poor performance will cause for an increase in persistent
and motivated behaviors that are anticipated to yield high rates of learner achievement (p.
individual trainees, were expected to be best suited for this type of learner, as the
authors posited that learners with conscientious personalities required consistent small
wins in order to feel motivated to continue their use of the training program. They also
assumed that learners would benefit from: a boost in self-efficacy for the training task
and enhance the effort they put forth to perform well during the training (Bandura, 1977)
personality type as prone to psychological distress, have higher levels of anxiety, are
more self-conscious, and tend to react to frustration with anger, whereas individuals
with low levels of neuroticism are able to reflec[t] positive psychological adjustment
(p. 153). From the existing research, the authors determined that individuals with this
type of personality would struggle in training environments due to high rates of anxiety
and low levels of focus (p. 153). This observation aligned with many other studies
examined by the researcher, which suggested that anxiety generally had a negative impact
on learning initiatives in any setting. The authors of this study indicated that their
research lead them to believe that neurotic individuals were significantly impacted by
the training may be more difficult than they can effectively cope with. (p.
153)
While challenge presents an issue for these types of learners, the authors
hypothesized that adaptive, learner-centered training could have the potential to make
these individuals feel more comfortable and less anxious as the difficulty level meets
their current performance/ability levels (p. 153). As learners were made to feel less
anxious by the support of the technology, the authors suggested that they could then
better focus on the content, and work towards meeting the objectives of the training. As
recommended that learners with low-levels of this trait would likely not be largely
The participants of this study were: 139 students from a southeastern university,
who received course credit or extra credit for participation (p. 153). Through the use of
the participants were able to engage in the study from remote locations and communicate
via headsets (p. 154). The participants completed six training missions in the role of an
armed field soldier in search of 14 pieces of intelligence (Intel), placed throughout the
assessed for their personality-type, experience and perception of video games and game-
59
based engines, and other basic demographic information (p. 155). Personality types were
assessed through a nine-point Likert Scale (p. 156). Each participant was randomly
assigned to one of three difficulty conditions: increasing, adaptive, or static (p. 154).
Participants were given a pre-training tutorial to assist them in their interaction with the
program. The program, G-DIS, was adaptive and the missions were developed to ensure
across missions and the overall design necessitated that trainees engage in/practice
strategy development and adaptation of their tactics in order to maximize their mission
performance (p. 154). Each mission was about seven minutes, and at the close of the
mission participants were able to review their scores in order to inform their performance
steady increase in difficulty level between missions 2 and 5. In the adaptive condition,
previous mission (p. 154). Within the static condition, the degree of difficulty for each
mission remained at a moderate challenge level. The authors also manipulated scores in
across conditions for [missions 2-5], mission performance was adjusted such that 1 point
was subtracted from the mission score for participation in a low difficulty mission and 1
point was added to the mission score for participation in a high difficulty mission (pp.
60
155-156). This practice was consistent with prior studies in game-based educational
research.
The authors found in their study that individuals with higher openness to
experience and neuroticism are better positioned for training success in adaptive training,
whereas those lower in these traits are better suited for non-tailored training environments
(i.e., training that employs forced increase or static difficulty) (p. 162). Like previous
studies, Bauer, Brusso, and Orvis also found that an individuals prior experience with
video games had a significant impact on their ability to benefit from game-based training
innovations. From their study, the authors developed recommendations for military
with different options for varying task difficulty across the training, as
Orvis, Moore, Belanich, Murphy, and Horn (2010), Soldiers prior game
From this, the authors were able to conclude that adaptive training had the potential to be
the most effective form of eLearning, due to the personalized and experiential nature of
it. However, adaptive videogame innovations are only effective if the trainee is suited
for such an environment based on their personality (p. 163). In order to create such an
environment, the researcher advises that trainers and instructional designers perform
that provide training modalities and programs that are adaptive to meet the needs of any
personality type, so that the program can support the experience and perceptions of any
While there is insufficient research to reflect the best way to measure the efficacy
of corporate flipped training, the current literature suggests significant factors that should
be considered. Lee, Hsieh, and Hsu identified that the Technology Acceptance Model
(Davis et al.) and the Innovation Diffusion Theory (Rogers) were helpful in predicting
user behavioral intention and adoption of eLearning programs. Joo, Lim, and Kim
expanded upon that research and determined that the environmental factors of perceived
usefulness and perceived ease of use contributed to learning flow and achievement. In
addition to those environmental factors, Joo, Lim, and Kim determined that instructional
designers should include activities that engage learners self-efficacy and motivation,
62
while also being mindful of their content-related anxieties. While Chang supported the
claims of the previous studies, his work also recommended that continual revision and
learner perception surveys aided in user adoption and efficacy. Through this study, the
learners are then able to perceive relevance and value. The work of Bauer, Brusso, and
Orvis supports Changs assertion that learners benefit from a learning experience that is
personalized and customized to their needs. In their study, the authors evaluated how
Overall, the literature recommends that eLearning initiatives are most effective
when they are designed and customized to suit the needs of the learner, the learner is
prepared and trained to engage with the technology, and the program is tailored to their
level of experience, need, and comfort level. The studies indicate that needs assessments,
participant surveys, formative evaluations, and summative evaluations are all useful ways
synthesizing factors from the TAM (Davis), IDT (Rogers), Neilsens Usability Factors,
and the personality types evaluated by Bauer, Brusso, and Orvis, the researcher
Summary
Conclusions drawn from the current literature are supportive of the researchers
hypothesis that applications of flipped instruction in the corporate training environment have
After analysis of the literature, it was observed that adult learners are able to benefit from
interactive, game-based, and virtual-reality content when, and only when, the programs have
been designed and developed to meet the specific needs of the learner and mission. It was also
observed that users find higher success when the program is adaptable to their existing abilities,
prior knowledge, and job-specific needs. Through application of the Absorb-Do-Connect model
(Horton, 2012), instructional designers can integrate media and content that is effective in
providing employees with the necessary training in a way that is conducive for the needs of adult
learners.
In order to achieve authentic learning and skill transfer, instructional designers and
trainers should consider pedagogical approaches that are best suited for andragogical application.
Through evaluating current research, it can be concluded that eLearning initiatives are in support
of Knowles (1984) research regarding environmental factors for andragogy, as they permit for
learners to be self-directed, rely upon their experience, adopt social roles commensurate with
their level of experience and development, avail problem-based learning opportunities, and rely
upon internally motivated participants. Through adopting interactive and accessible technologies
and establishing opportunities for social learning, corporate trainers can establish a training
As corporate trainers work to activate and engage their audience, it is imperative that
learners find purpose and relevance within their program. Challenge level and isolation were
regulatory behaviors. Through the use of asynchronous online discussions and realistic problem-
based learning activities, instructors can allow for learners to experience both independence and
competence as they engage in purposeful discourse and benefit from consistent feedback. Action
research also indicated that learning outcomes are enhanced when training is designed to
confront a real problem that is aligned with a learners role within an organization or company.
Training initiatives are most effective when learners are able to perceive the training as
relevant to their needs and that of the organization, as well as easy to use. Through consideration
of learner survey and demographics, developers and designers can create and adapt their
eLearning initiatives to best meet the needs and abilities of learners in an efficient way and
personalized way.
Chapter I illustrated the purpose of this study along with research questions to drive
content analysis. In addition, Chapter I presented the researchers purpose within the context of
the relevant background and need for the study. Chapter II examined the relevant literature
according to the themes of the research questions. Chapter III will discuss the research method