The L&D Innovations Bullseye - Mapping L&D Innovations by Adoption Levels, Current Impact, and Future Investment
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CEB Learning & Development Leadership Council The L&D Innovations Bullseye Mapping L&D Innovations by Adoption Levels, Current Impact, and Future Investment
CHARTING THE EVOLUTION OF L&D DESIGN AND DELIVERY The learning landscape is changing fast, the line’s skill needs are becoming more complex, and how employees want to learn is evolving. Advances in learning technology and learning methodologies provide new opportunities for L&D to design and deliver impactful learning experiences. To help navigate the increasingly complex learning landscape, we have worked with over 300 L&D professionals from 18 organizations world-wide to provide an objective map of how a set of learning channels, learning methods, and LMS features are being adopted by organizations, their impact on employee development, and where L&D professionals plan to invest in the future. 2014 Learning Innovations Survey: Partial List of Participants © 2014 CEB. All rights reserved. LDR9550614SYN 2
KEY TAKEAWAYS Learning Channels 1. Experiments with virtual worlds are achieving high impact and warranting further investment. Although virtual worlds have not been adopted by large numbers of organizations and are still very much in the experimental phase, they have great impact where they are deployed. Organizations using virtual worlds plan to continue to invest in them. 2. Massive open online courses (MOOCs) have yet to prove their worth in a corporate setting. Small numbers of L&D professionals are utilizing MOOCs, which have yet to demonstrate a high impact; investment levels are not set to increase. 3. Learning portals are well embedded in the majority of organizations and provide high levels of value. Learning portals are proving their worth, with over a one-quarter of learning professionals seeking to increase their rollout to further employee segments. Learning Methods 1. L&D professionals have yet to fully integrate research on the neuroscience of learning. Only 10% of learning professionals have been using neuroscience principles to improve learning delivery. Organizations experimenting with neuroscience principles have experienced some benefit to employee performance, and investment levels are set to increase. 2. There is significant demand for technology-enabled learning simulations. Over a one-third of L&D professionals have rolled out technology-based simulations for employee development, and nearly half of these will invest heavily in further investments. 3. Including learners from partner organizations in internal development programs leads to mixed results. The majority of organizations that have integrated learners from key partners, such as suppliers or customers, into their development programs have seen limited impact, with under 20% of L&D professionals capturing high returns. LMS Features 1. Enabling learner assessment through the LMS is well embedded and impactful, but L&D is cautious of additional investment. L&D functions agree that learner evaluation provides a substantial impact on employee development, but few expect to see a notable increase in impact in the near term. 2. Experiments with mobile access have been successful, and investment is set to increase. Mobile learning delivery is still in its experimental phase for most organizations, but the level of impact has been encouraging and L&D expects increased impact in the future. 3. Increased investment is planned to capitalize on enabling learners to create their own content. Over half of L&D professionals have not yet adopted enabling user-created content, but those who have expect it to significantly increase its impact on employee performance in the next two years. © 2014 CEB. All rights reserved. LDR9550614SYN 3
The L&D Innovations Bullseye provides input THE L&D INNOVATIONS BULLSEYE to map out adoption trends, impact, and External Development future investment for 39 Networks Virtual established and emerging Worlds Communities ls Le of PracticeAugmented learning methods, ne ar Instant Reality an ni channels, and LMS Messaging Network Technology- Ch ng Classroom Learning Based Simulation features. Me g Learning Applying nin RSS Blogs On-the-Job Neuroscience tho Feeds and Wikis Learning r Principles Lea d Dataset: Over 300 Enterprise Mentoring User-Created s ■■ Collaboration Content L&D professionals at 18 Environments Peer Based Gamification organizations Enterprise Learning Coaching Including Learners Social from Partner MOOCs Portal Networks Manager-Led Organizations ■■ Example of how to read Coaching In-Person E-Learning Simulations Targeting the chart: Modules Action Employee Learning Mind-Set MOOCs are categorized as a Enables M-Learning Assessment Team-Based learning channel: Reports Integrate Development Plans Real-Time Data –– On the bullseye, the colored dot for MOOCs Certificate Compliant with is located in the outer- Push Content Gamification Management Third-Party Tools most circle to show Based on Features Integration with Learner Profile Management of that organizations are Performance Informal Learning Provides Mobile Management Systems experimenting with it. Access Share Content Enables Learner –– The dot for MOOCs Outside Firewall Created Content is small, showing that current levels of impact are low. LMS Featuresa –– The yellow dot for Source: CEB 2014 Learning Innovations Survey. a LMS Features Future Investment based on expected impact on L&D and employee performance in the next two years. MOOCs shows that expected future Assessment Factors investment is medium. Adoption Level Current Impact Future Investment Experimenting Adopting Embedded Low Impact Medium Impact High Impact Low Medium High See the appendix for Degree of adoption is measured by Current level of impact based on: Future outlook is based on the projected definitions of each of the items extent and nature of deployment across Level of value for L&D level of investment and impact in the represented on the bullseye. organizations. next two years. Impact on employee performance © 2014 CEB. All rights reserved. LDR9550614SYN 4
ROADMAP Learning Channels Learning Methods LMS Features Appendix © 2014 CEB. All rights reserved. LDR9550614SYN 5
As L&D seeks to achieve scale across LEARNING CHANNELS the organization, virtual channels provide high impact to employee External performance. Development Networks Virtual Worlds Communities Expectations for established Le ■■ of Practice Augmented ar ls virtual channels, such as Instant ne Reality e-learning and learning Messaging Network an Technology Ch portals, are high, while the Classroom Learning Based Simulation g outlook for further gains Learning Applying nin RSS Feeds Blogs On the Job External from classroom training and Wikis Development Neuroscience r Learning Networks Lea is muted. Virtual Communities Principles ls Worlds of Practice e Augmented Le nn Instant User Created a Reality Enterprise Mentoring a rn Messaging Network Ch Technology- ing Learning Collaboration Classroom Based Simulation Content ng Channels with a larger range M ■■ Learning Applying rni Blogs RSS Environments On-the-Job eth Neuroscience Feeds and Wikis Peer Based Learning Lea Principles or dimensions and that ods Enterprise Learning Enterprise Collaboration Coaching Mentoring User-Created Content Including Learners provide greater opportunity Social Networks Environments Peer-Based from Partner Portal Enterprise Coaching Including Learners to embed learning design Learning MOOCs Organizations Manager Led Social from Partner MOOCs Portal Networks Manager-Led Organizations principles, such as mobile E-Learning Coaching Coaching In-Person Simulations Targeting In Person simulations Targeting Action Employee E-Learning Modules learning, virtual worlds, and Modules Enables Learning Mind-Set Team-BasedAction M-Learning Assessment Employee enterprise social networks, Reports Integrate Real-Time Data Development Plans Learning Mindset Enables are demonstrating much M-Learning Assessment Compliant with Team Based more promise than more Push Content Based on Management Features Reports Integrate Third Party Tools Development Plans Integration with constrained channels, such Management of Provides Mobile Real Time DataLearning Performance Management Systems Informal as instant messaging, RSS Access Share Content Enables Learner Outside Firewall Created Content feeds, and blogs. LMS Features Management Compliant with Push Content ■■ For all the hype associated 3rd Party Tools Based on Features with MOOCs, L&D Source: CEB 2014 Learning Innovations Survey. Integration with Management of Performance Informal Learning professionals see limited Provides Mobile Management Systems adoption and impact at Access Assessment Factors Share Content Enables Learner present. Outside Firewall Created Content Adoption Level Current Impact Future Investment Experimenting Adopting Embedded Low Impact Medium Impact High Impact Low Medium High See the appendix for Degree of adoption is measured by Current level of impact based on: Future outlook is based on the projected definitions of each of the items extent and nature of deployment across Level of value for L&D level of investment in the next two years. represented on the bullseye. organizations. Impact on employee performance © 2014 CEB. All rights reserved. LDR9550614SYN 6
Virtual worlds are being used by a LEARNING CHANNELS: VIRTUAL WORLDS limited proportion of organizations but have Limited Adoption of Virtual Worlds considerable impact Extent of Deployment of Virtual Worlds (Percentage of L&D Staff)a when deployed. 70% 66% ■■ Less than 4 in 10 L&D professionals are using or plan to use virtual worlds for employee development, 35% making it one of the least utilized learning channels. 14% 11% 7% ■■ However, almost half of 3% those who have deployed 0% virtual worlds report high Not Currently Planning to Use It Piloting Its Use Using for Using for Some Time Using in the Near Term Some Time and Planning to Roll It impact on employee Out to More Employees development. n = 76. Source: CEB 2014 Learning Innovations Survey. ■■ A similar proportion plan to a Response options also included “Using for some time and are planning to scale back use” and “Using the channel but are planning to discontinue it”; no respondents selected these options. invest heavily in virtual world technology in the next two years. Virtual Worlds Delivering Impact Virtual World Investment Set to Increase Degree to Which Virtual Worlds Are Having a Positive Expected Level of Investment for Virtual Worlds Over Impact on Employee Performance (Percentage of L&D the Next Two Years (Percentage of L&D Staff) Staff) 4% Low Investment 23% Low Impact 46% 42% High High Impact Investment 31% Medium 54% Impact Medium Investment n = 26. n = 26. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. © 2014 CEB. All rights reserved. LDR9550614SYN 7
MOOCs are currently limited in adoption and LEARNING CHANNELS: MOOCs impact. Few L&D Professionals Are Rolling Out MOOCs Extent of Deployment of MOOCs (Percentage of L&D Staff)a ■■ Adoption of MOOCs for corporate learning is still 80% 71% extremely low, with less than 3 in 10 L&D professionals using them. ■■ Half of L&D professionals 40% utilizing MOOCs have seen low impact on employee development. 11% 7% 9% 3% ■■ The majority of L&D 0% professionals are cautious Not Currently Planning to Use It Piloting Its Use Using for Using for Some Time Using in the Near Term Some Time and Planning to Roll It about increasing investment Out to More Employees in MOOCs. n = 76. Source: CEB 2014 Learning Innovations Survey. a Response options also included “Using for some time and are planning to scale back use” and “Using the channel but are planning to discontinue it”; no respondents selected these options. MOOCs Lack Impact on Employee Performance Limited Future Investment in MOOCs Planned Degree to Which MOOCs Have a Positive Impact on Expected Level of Investment for MOOCs Over the Employee Performance (Percentage of L&D Staff) Next Two Years (Percentage of L&D Staff) 5% Low Investment 18% 18% High Impact High Investment 50% Low Impact CEB L&D Resource 32% Medium Preparing L&D for the Future Impact 77% Medium See the appendix to gain more Investment information on the use of n = 22. n = 22. MOOCs. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. © 2014 CEB. All rights reserved. LDR9550614SYN 8
Learning portals are well embedded in the LEARNING CHANNELS: LEARNING PORTALS majority of organizations and yield high impact. Further Expansion of Learning Portals Planned Extent of Deployment of Learning Portals (Percentage of L&D Staff)a ■■ The majority of L&D 40% 38% professionals have embedded learning portals, and over a one-quarter seek 26% 26% to expand their use. 20% ■■ Learning portals highly impact employee development in over one- 7% third of cases where they 3% are deployed. 0% Not Currently Planning to Use It Piloting Its Use Using for Using for Some Time Using in the Near Term Some Time and Planning to Roll It ■■ Increased investment Out to More Employees for learning portals is n = 76. widespread, with one-third Source: CEB 2014 Learning Innovations Survey. of organizations determined a Response options also included “Using for some time and are planning to scale back use” and “Using the channel but are planning to discontinue it”; no respondents selected these options. to provide greater investment in the next two years. Learning Portals Creating High Impact Strong Levels of Future Investment Degree to Which Learning Portals Have a Positive Expected Level of Investment for Learning Portals Impact on Employee Performance (Percentage of L&D Over the Next Two Years (Percentage of L&D Staff) Staff) 2% Low 14% Impact Low CEB L&D Resource Impact IHG’s Leadership Productivity 36% 38% High Portal High Impact This case details IHG’s Impact leadership productivity portal, 63% which enables leaders to 48% Medium Medium Impact capitalize on the expertise of Impact the broader leadership team and access workflow-based n = 56. n = 56. execution tools. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. Note: Pie may not total 100% due to rounding. © 2014 CEB. All rights reserved. LDR9550614SYN 9
To get a pulse on current needs, Fidelity monitors BEST PRACTICE EXAMPLE: LEARNING which resource types and topics managers access PORTALS most. Leadership Portal Usage and Preferences Report Portal Data Analysis Questions Manager Challenges and Priorities ■■ The L&D team analyzes the Number of Unique and Repeat Users portal data monthly—it finds 1. Are managers more focused on Views by Individual Resource Frontline Mid-Level that looking at the data more Managers Managers immediate needs or future performance? Views by Content Type Frontline Mid-Level frequently than that makes it Percentage of Percentage of 2. In what areas do we need to provide Managers Managers difficult to identify trends. Views by Topic Users AccessingMid-Level Frontline Users Accessing greater support to the business? Percentage of Percentage of Managers Managers Users Accessing Frontline 28.7% Users Accessing 29.8% Mid-Level 3. What resources are managers accessing Percentage of Percentage of Managers Managers as a result of our recent promotions? ■■ The team segments the data Users Accessing 29.8% 28.7% 8.7% Users Accessing8.0% Percentage of Percentage of by manager level and business 8.7%1.3% Users Accessing 29.8% 28.7% 8.0%1.3% Users Accessing unit to gain a more precise Manager Resource Type Preferences Set Direction 8.7%1.3%28.3% 29.8% 8.0%1.3%28.3% 28.7% view of manager challenges, 4. What resource types are the most resource preferences, content Managing Talent Plan and Execute 32.0% 8.7%1.3%28.3% 32.0% 23.1%1.3%28.3% popular? gaps, content usability, and Managing Talent Drive Innovation 32.0% 1.3%28.3% 32.0% 28.3% 4.5% 5. How well are we appealing to variances overall portal resource usage. LeadManaging Talent by Example 32.0% 28.3% 32.0% 19.5% in managers’ learning preferences? Manage Talent 32.0% 24.3% ■■ Fidelity solicits feedback Content Gaps and Resource Shortcomings Source: Fidelity Investments; CEB 2014 Learning Innovations Survey. from employees regarding 6. What information are managers still the usefulness of each piece missing? of content on the portal. Resource Effectiveness Ratings 7. What changes do we need to make to current resources? Content Usability All Focus on Customers Think Strategically Set Clear Goals and Priorities Inspire and Motivate Others 8. What percentage of managers are repeat Job Sculpting: The Art of Retaining Your Best People—Reading users? Very interesting, alternative perspective to getting at the question 9. How often do managers view content of “what do you like/want to do?”—R.S., Merrimack, New Hampshire and actually download it? CEB L&D Resource Fidelity: Leadership Portal The Extraordinary Coach—Course Overall Trends Quality Pulse Checks This course provides a format that can easily be applied in the real world. All coaches and managers with direct reports should take 10. What are the month-over-month trends? Fidelity Investments proactively this course.—Anonymous tracks managers’ resource needs and preferences to Source: Fidelity Investments; CEB 2014 Learning Innovations Survey. ensure they provide targeted, accessible, timely, and relevant support. © 2014 CEB. All rights reserved. LDR9550614SYN 10
ROADMAP Learning Channels Learning Methods LMS Features Appendix © 2014 CEB. All rights reserved. LDR9550614SYN 11
Mentoring and coaching practices are well LEARNING METHODS embedded in companies, but reaching outside the organization to learn is External more limited. Development Networks Virtual Communities ■■ One-on-one coaching Worlds of Practice Augmented Le and mentoring creates Instant Reality ar substantial impact, while ni Messaging Network Technology- ng Learning wider team practices are still Classroom Based Simulation M in the experimental phase. Learning Applying eth Blogs External Development On-the-Job Neuroscience and Wikis Learning ods Virtual Networks Principles Communities Experimentation with Worlds Le ■■ of Practice ls Augmented e a Instant nn rn Enterprise Reality Mentoring User-Created methods that extend ing Messaging Network a Technology Ch Classroom Learning Based Simulation Content Collaboration M development outside ng Learning Applying eth RSS Blogs On the Job rni Neuroscience Environments and Wikis Peer-Based Learning ods Feeds the organization are yielding Lea Principles Enterprise Coaching Mentoring User Created Including Learners rprise Learning Content low impact. Collaboration Environments Peer Based from Partner cial Portal Learning Enterprise Coaching Including Learners Organizations works MOOCs Social Portal Manager Led Manager-Led from Partner Organizations Networks Coaching In-Person The results of experiments Coaching In Person ■■ E-Learning Simulations Targeting E-Learning Modules Action Employee Simulations Targeting with the application of Enables Learning Mindset Action Employee Modules M-Learning Assessment neuroscience are leading Reports Integrate Real-Time Data Learning Mind-Set Enables to a positive outlook. Team-Based Assessment Management Compliant with Third-Party Tools Development Plans Features Reports Integrate Push Content Based on Integration with Management of ■■ Gamification adoption Provides Mobile Real Time DataLearning Performance Management Systems Informal is relatively widespread, Access Share Content Enables Learner Outside Firewall Created Content but its impact remains low. LMS Features Management Compliant with Push Content 3rd Party Tools Source: CEB 2014 Learning Innovations Survey. Assessment Factors Adoption Level Current Impact Future Investment Experimenting Adopting Embedded Low Impact Medium Impact High Impact Low Medium High See the appendix for Degree of adoption is measured by Current level of impact based on: Future outlook is based on the projected definitions of each of the items extent and nature of deployment across Level of value for L&D level of investment in the next two years. represented on the bullseye. organizations. Impact on employee performance © 2014 CEB. All rights reserved. LDR9550614SYN 12
The application of findings from LEARNING METHODS: APPLYING NEUROSCIENCE neuroscience research to employee development PRINCIPLES FOR DEVELOPMENT is still in an experimental phase. Limited Adoption for Neuroscience Principles Extent of Deployment of Neuroscience Principles (Percentage of L&D Staff)a ■■ Few L&D professionals 70% 65% have fully integrated findings from neuroscience into 35% development efforts, with 14% 12% only 2 in 10 already using 2% 5% 2% this method. 0% Not Using Planning to Use It Piloting Using for Using for Some Using for Some in the Near Term Its Use Some Time Time and Planning Time and Planning ■■ In the majority of cases, to Roll It Out to to Scale Back Use More Employees neuroscience provides medium impact when n = 43. deployed at present, Source: CEB 2014 Learning Innovations Survey. and investment outlook a Response option also included “Using the channel but are planning to discontinue it”; no respondents selected these options. is broadly positive. Medium Impact from Applying Neuroscience Moderate Future Investment for Applying Principles Neuroscience Principles for Development Planned Degree to Which Applying Neuroscience Principles Expected Level of Investment for Applying Neuroscience Have a Positive Impact on Employee Performance Principles Over the Next Two Years (Percentage of L&D 2,500% (Percentage of L&D Staff) Staff) 20% Low 20% Impact 25% High High Impact Investment 75% Medium CEB L&D Resource Investment 60% The Neuroscience of Leadership Medium Impact This webinar replay introduces key research findings, case studies, and important implications for improving n = 15. n = 15. 7,500% Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. leadership best practices. © 2014 CEB. All rights reserved. LDR9550614SYN 13
Technology-based simulations are showing LEARNING METHODS: TECHNOLOGY-BASED wider adoption and are seeing increased SIMULATIONS investment levels. Tech-Based Simulations Are Well Embedded Extent of Deployment of Technology Based Simulations (Percentage of L&D Staff)a ■■ Over half of L&D professionals have rolled 40% 35% out technology-based 26% simulations for employee 16% 20% development, and over 15% 12% 7% of L&D professionals report 2% 2% 0% they plan to roll them out in Not Using Planning to Piloting Using for Using for Some Using for Using the the near term. Use It in the Its Use Some Time Time and Some Time Channel but Near Term Planning to Roll and Planning Planning to It Out to More to Scale Back Discontinue It ■■ Forty-one percent of Employees Use L&D professionals report n = 43. a high impact from their Source: CEB 2014 Learning Innovations Survey. simulations. ■■ Almost half of L&D professionals expect Medium Impact from Technology Based High Investment for Technology-Based investments in technology Simulations Simulations simulations to be high in Degree to Which Technology Based Simulations Have a Level of Investment for Technology-Based Simulations the next two years. Positive Impact on Employee Performance (Percentage Over the Next Two Years (Percentage of L&D Staff) of L&D Staff) 3% 6% Low Low Impact CEB L&D Resource Playbook: Achieving Impact 41% 56% 47% 47% with Simulations High Medium High Medium Impact Impact This playbook reviews the three action steps that L&D must take to ensure simulations drive performance outcomes rather than just offer an entertaining n = 32. n = 32. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. experience. © 2014 CEB. All rights reserved. LDR9550614SYN 14
Technology-based simulations involve real TECHNOLOGY-BASED SIMULATIONS employees operating in a computer-simulated Benefits Drawbacks system. Are often a highly scalable simulation method Bought off the shelf or L&D must use ■■ Technology-based dedicated consultants or internal staff with simulations are well suited Ensures learning is consistent across the the right technical skills to create them for scalably developing learner population (which are hard to find) higher-order technical skills. Enables L&D to re-create (and modify) real- Can seem gimmicky to learners and leaders life scenarios to provide powerful teaching when not done well Enables employees to practice using Learners need a high level of technology expensive equipment or engaging in complex fluency actions that could have costly consequences if not performed properly The organization must have the appropriate technology infrastructure Allows learners to operate in condensed time (e.g., compressing a year of events into a day) to see the future implications of decisions Case in Point Workplace Technologies Research, Inc. (WTRI) worked with SAIC to create an interactive simulation game to train open-pit miners on safety measures. In their quest to extract the most gold under budget and Choosing the Right on time, teams of miners confront a variety of challenges, such as bad weather conditions, maintenance Technology-Based Simulation problems, and dangerous unforeseen events. The teams must address these challenges while continuing to When choosing the type of meet production goals, which teaches them effective mine safety practices and maintenance procedures technology-based simulation when operating in real-life pressure situations. The training program can identify and track game players to deploy, L&D staff should who are working and behaving in an unsafe way and deduct points from the team’s score for this behavior. consider the necessary level of interactivity between learners Source: http://www.saic.com/products/simulation/olive/customers.html; CEB 2014 Learning Innovations Survey. and whether the simulation must be available on demand to learners. © 2014 CEB. All rights reserved. LDR9550614SYN 15
Before creating a simulation, L&D must ASSESS THE SUITABILITY OF SIMULATION carefully consider whether a simulation is AS A DEVELOPMENT METHOD an appropriate method to meet a specific Guide to Assessing the Suitability of Simulation learning need. Directions: For the learning content you are evaluating, consider each of the selection criteria below. Circle the rating that ■■ Simulations are not is most appropriate for each of the criteria. Tally your score, and consult the key at the bottom of the page to interpret appropriate for every the score and determine the viability of simulations as an effective learning delivery method for this particular content. development need—L&D must consider the learning Selection Criteria Rating Scales content, the audience, and Target Population: To what extent is the learning 1 3 5 logistics when deciding content relevant to a large population of learners Small Medium Large whether to use a simulation. within the target audience? Population Population Population Need for Practice: To what extent is there a need 1 3 5 ■■ Use this tool as a guide to for learners to practice applying the content? Little Need to Some Need Substantial Need determine if simulation is an Practice to Practice to Practice appropriate delivery method. Emphasis on Skills Versus Knowledge: To what 1 3 5 extent does the learning content address building Imparting Equal Focus on Skills Building Skills skills as opposed to imparting knowledge? Knowledge and Knowledge Risk of Content Application: How risky is it for the 1 3 5 target audience to apply the learning back on the No Risk Medium Risk High Risk job without supervision? Barriers to Content Application: How many barriers 1 3 5 (e.g., workflow, manager relationships) are there to Few Barriers Some Barriers Many Barriers learners applying content on the job? Importance of Feedback: How important is it that 1 3 5 learners receive immediate feedback on their ability Not Important Somewhat Important Very Important to apply learning? CEB L&D Resource L&D Resources: What level of investment (money, 1 3 5 time, people, etc.) can the organization devote to No Resources Limited Resources Substantial Playbook: Achieving Impact this initiative? Resources with Simulations This playbook reviews the three Point Total action steps that L&D must 25 and Above Deploying a simulation is a highly viable approach. take to ensure simulations drive 15–24 Simulation may be effective when also blended with more traditional learning approaches. performance outcomes rather than just offer an entertaining 14 and Below Simulation is not likely to be effective. Consider a more traditional approach. experience. Source: CEB 2014 Learning Innovations Survey. © 2014 CEB. All rights reserved. LDR9550614SYN 16
A varied response for including learners from LEARNING METHODS: INCLUDING LEARNERS partner organizations in development programs FROM PARTNER ORGANIZATIONS IN PROGRAMS demonstrates this is still an experimental learning Limited Adoption for Including Learners from Partner Organizations in Development Programs Extent of Deployment of Including Learners from Partner Organizations in Programs (Percentage of L&D Staff) method for many. 49% ■■ Almost half of L&D 50% professionals plan to or have attempted to expand 25% 16% learning programs to those 12% 9% 7% 5% 2% outside their organization, 0% with a small contingent Not Using Planning to Piloting Using for Using for Some Using for Using the scaling back Use It in the Its Use Some Time Time and Some Time Channel but Near Term Planning to Roll and Planning Planning to this activity. It Out to More to Scale Back Discontinue It Employees Use ■■ The majority of respondents n = 43. have seen limited impact, Source: CEB 2014 Learning Innovations Survey. with this method, with just under 20% of L&D Including Learners from Partner Limited Investment in Including Learners professionals capturing Organizations in Development Programs from Partner Organizations in Development high returns. Seeing Limited Impact Programs Degree to Which Including Learners from Partner Level of Investment for Including Leaners from ■■ Few organizations are Organizations in Development Programs Has Partner Organizations in Programs Over the Next planning substantial a Positive Impact on Employee Performance Two Years (Percentage of L&D Staff) investments in including (Percentage of L&D Staff) partners in development 4% programs. Low Investment 18% Low 18% Impact 23% High High Impact Investment CEB L&D Resource 64% 73% Medium Medium Cargill: Customer Capstone Impact Investment Project Identify how to use value chain partners in formal development solutions. n = 22. n = 22. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. © 2014 CEB. All rights reserved. LDR9550614SYN 17
Caterpillar invites HIPOs from key external BEST PRACTICE EXAMPLE: INTERORGANIZATIONAL partners to their HIPO development program PEER LEARNING to strengthen working relationships across the Common Approach to HIPO Development: Siloed Caterpillar’s Approach to HIPO Development: value chain. HIPO Development within Own Organizations Interorganizational HIPO Development Organization External Partner Organization External Partner Weak Senior Working Senior Senior Senior Leadership Relationship Leadership Leadership Strong Leadership Working Relationship Development Development Program Program Interorganizational HIPO HIPO HIPO Development HIPO Program Entry Level Entry Level Entry Level Entry Level Unfamiliar Working Relationships: Senior Well-Established Working Relationships: leaders must quickly learn how to best work Senior leaders establish working relationships with external peers in the value chain. with external peers early in their careers. Inaccessible Information: Senior leaders Known Sources of Information: Senior struggle to find the information about the leaders know who in their networks—inside external market and value chain needed for and outside of the organization—can provide success in their roles. market information. CEB L&D Resource Isolated Problem Solving: Senior leaders Systems Thinking: Senior leaders consider how Stretch, Support, and Sustain often fail to consider implications for parts decisions impact all parts of the value chain of the value chain outside of their own instead of just their own organization. Learn from Caterpillar and organizations. other best practices how to accelerate HIPO performance. Source: Caterpillar; CEB analysis. © 2014 CEB. All rights reserved. LDR9550614SYN 18
Caterpillar invites strategically important IDENTIFY STRATEGIC EXTERNAL PARTNERS external partners to send HIPOs to participate in TO PARTICIPATE IN HIPO DEVELOPMENT their HIPO development program. Criteria for Identifying Strategic Details of Caterpillar’s “Digging Deep” Advanced Executive External Partners Leadership Program Communicated to External Partners VP, Global VPs, Dealer Purchasing Services External Partners Existing Confidentiality ■■ Suppliers Agreements ■■ Dealers 1. D oes the partner’s business performance These partners often ■■ Customers substantially impact our business already have legal performance? agreements in place Participants to protect confidential From Caterpillar: information shared within oes the partner conduct a substantial 2. D ■■ Department heads amount of business with us? these relationships. ■■ Managers ■■ HIPOs currently in officer succession plan as this partner consistently provided 3. H high-quality work for us? From External Partners: ■■ Current senior leaders ■■ HIPOs currently in the partner’s succession plan 4. Is this partner interested in sending his or her HIPOs to our HIPO development Costs of Participation to External Partners program? ■■ Tuition costs of $60,000 per participant ■■ Travel costs ■■ Visa costs Benefits of Participation for External Partners ■■ HIPO development without program cost of administering own program ■■ Improved working relationship with Caterpillar Source: Caterpillar; CEB analysis. © 2014 CEB. All rights reserved. LDR9550614SYN 19
Caterpillar helps HIPOs contextualize CONTEXTUALIZE MANAGEMENT AND MARKET organizational theory and global economic trends KNOWLEDGE FROM EXTERNAL EXPERTS by alternating discussions with external experts and Development Program Contextualization of External Markets and Organizational Theory senior leaders. One Year ■■ Caterpillar partners with faculty from Stanford Module 1: Core Module 2: Thinking Module 3: Organizing Module 4: Core University to teach the most Leadership Capabilities About Markets for Global Markets Looking Forward current concepts and trends Location: Caterpillar Location: Wuxi, China Location: São Paolo Location: Stanford in organizational theory and Headquarters University the global economy. Length: 5 days Length: 5 days Length: 5 days Length: 3 days –– Caterpillar helps HIPOs apply external knowledge and skills developed to Presenters Presenters Presenters Presenters Program Overview ■■ Caterpillar Officers ■■ Caterpillar Officers ■■ Caterpillar Officers ■■ Caterpillar Officers the Caterpillar value chain ■■ Stanford University ■■ Stanford University ■■ Stanford University ■■ Stanford University through executive-led discussions. Faculty Faculty Faculty Faculty Topics Covered Topics Covered Topics Covered Topics Covered ■■ Critical Analytical ■■ Strategic Leadership: ■■ Regional and Country ■■ Organizational Culture Thinking Economics Analysis ■■ Organizing for ■■ Innovative Design ■■ Strategic Leadership: ■■ Global Leadership and Innovation Thinking Organization Design Markets ■■ Strategic Crisis ■■ Personal Leadership ■■ Supply Chain ■■ Managing a Global Management ■■ Macroeconomicsa Organization ■■ Change and Leadershipa ■■ International Tradea ■■ Marketing Globally ■■ Sustainability ■■ Ethicsa Locations Tied to Growth Strategy The location of Module 3 may change based on Caterpillar’s growth market focus. Provide Most Current Information on Disciplines Most Relevant to Caterpillar’s and Partners’ Organizational Strategies Caterpillar provides HIPOs with information about the external market and organizational leadership that is most critical for successfully meeting strategic challenges. Source: Caterpillar; CEB analysis. a Distance learning completed before next module. © 2014 CEB. All rights reserved. LDR9550614SYN 20
Caterpillar builds networks across the value BUILD INTERORGANIZATIONAL NETWORKS chain through teams of external partners and THROUGH PEER LEARNING TEAMS internal HIPOs. Caterpillar and External Partner Collaboration Activities Throughout Development Program ■■ By working closely together Program Program Module 1 Module 2 Module 3 Module 4 for a full year, HIPOs build Overview Finale working relationships across organizations that enable future on-the-job 1. PEER REFLECTION 2. ACTION LEARNING PROJECT collaboration and holistic problem solving across the value chain, not just within Questions for Team Discussion of Module Content Sample Business Challenge their own organizations. Illustrative Develop a process for creating a supplier park near one of Caterpillar’s facilities that can later be used in the expansion of Caterpillar’s 1. W hat about this module surprised us? Why are or facilities globally. aren’t these reactions different depending on which organization we work for? 2. W hat differences did we discover about each of our organizations based on this module? What Virtual and In-Person Team Collaboration similarities did we discover? 3. W hat will we do differently to better partner Caterpillar External Partner across the value chain as a result of what we HIPOs HIPOs learned in this module? External Partner Key Principles of Action Learning Caterpillar HIPOs HIPOs Identifies root causes of challenge across value chain Considers implications of solution for all parts of value chain Identifies actions across value chain Source: Caterpillar; CEB analysis. © 2014 CEB. All rights reserved. LDR9550614SYN 21
ROADMAP Learning Channels Learning Methods LMS Features Appendix © 2014 CEB. All rights reserved. LDR9550614SYN 22
Communities ls Worlds L&D professionals are LMS FEATURES of Practice ne Augmented Instant an confident their LMS Reality Messaging Network Ch Technology provides reporting and Learning Classroom Based Simulation ing assessment capabilities Learning Applying RSS Blogs On the Job External arn but now seek to widen Development Neuroscience Feeds and Wikis Networks Learning LMS functionality to Virtual Worlds Communities of Practice Principles ls Le Augmented e Instant a nn become more tailored to Reality User Created rn Enterprise Messaging Network Mentoring a Technology- ing Ch Classroom Learning Based Simulation individual learner needs. Collaboration Content ng M Learning Applying eth RSS Blogs On-the-Job rni Neuroscience Environments Feeds and Wikis Peer Based Learning ods Principles Lea User-Created Enterprise Enterprise Mentoring Coaching Content Including Learners Learning Collaboration from Partner Environments Peer-Based Social Portal Coaching Including Learners ■■ The foundations of enabling MOOCs Enterprise Learning from Partner Organizations Networks MOOCs Social Networks Portal Manager-Led Manager Led Organizations learning assessment and E-Learning Coaching In-Person Coaching Simulations Targeting In Person Action Simulations Targeting Employee reporting are well embedded Modules E-Learning Enables Learning Mind-Set Team-Based Action in organizations. Modules M-Learning Assessment Reports Integrate Development Plans Employee Real Time Data Learning Mindset Enables M-Learning Assessment Team Based ■■ L&D professionals see Push Content Management Reports Integrate Compliant with 3rd Party Tools Based on Features Integration with Development Plans considerable impact from Management of Real-Time Data Performance Informal Learning Provides Mobile Management Systems being able to push content Access Share Content Enables Learner Outside Firewall Created Content to learners. LMS Features Management Compliant with Push Content Based on Third-Party Tools ■■ L&D seeks to increase Features investment in mobile Integration with Management of Performance Informal Learning learning access, performance Management Systems Provides Mobile management integration, Access Share Content Outside and gamification features. Enables Learner Firewall Created Content LMS Features Source: CEB 2014 Learning Innovations Survey. Assessment Factors Adoption Level Current Impact Future Investment Experimenting Adopting Embedded Low Impact Medium Impact High Impact Low Medium High See the appendix for Degree of adoption is measured by Current level of impact based on: Future outlook is based on the definitions of each of the items extent and nature of deployment across Level of value for L&D expected impact on L&D and employee represented on the bullseye. organizations. Impact on employee performance performance in the next two years. © 2014 CEB. All rights reserved. LDR9550614SYN 23
LMS functionality for enabling assessment is LMS FEATURE: ENABLES ASSESSMENT well embedded but will see limited additional Learner Evaluation Firmly Established investment. Extent of Deployment of Enabling Assessment (Percentage of L&D Staff) 59% 60% ■■ Only 10% of L&D professionals do not utilize LMS for learner evaluation, with the vast majority 30% already using it. 18% 14% ■■ This learning assessment 6% has provided high impact to 0% 2% employee development. 0% Not Using Planning to Piloting Using for Some Using for Some Using for Some Use It in the Its Use Time Time and Planning Time and ■■ However, over three-quarters Near Term to Roll It Out to Planning to More Employees Scale Back Use of respondents do not n = 49. foresee higher returns from Source: CEB 2014 Learning Innovations Survey. enabling assessment in the a Response options also included “Using the channel but planning to discontinue it”; no respondents chose this option. future. Enabling Learner Evaluation Providing L&D Is Not Expecting High Returns to Employee Considerable Impact Performance Degree to Which Enabling Assessment Has Degree to Which Enabling Assessment Will Have a a Positive Impact on Employee Performance Positive Impact on Employee Development in the Next (Percentage of L&D Staff) Two Years (Percentage of L&D Staff) 7% 17% Low Low Impact Impact 24% CEB L&D Resource High Impact Measuring for Impact 57% This research brief details High the key aspects of learning Impact 26% 68% measurement and provides Medium Medium Impact Impact guidance on a three-step process for effectively evaluating your learning n = 42. n = 42. programs. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. Note: Pie may not total 100% due to rounding. © 2014 CEB. All rights reserved. LDR9550614SYN 24
Still in its experimental phase for the majority LMS FEATURES: PROVIDING MOBILE ACCESS of L&D professionals, providing mobile access L&D Is in the Planning Phase for Mobile Rollout is high on the list of Extent of Deployment of Providing Mobile Access (Percentage of L&D Staff) investments in the next 60% 53% two years. ■■ Over half of L&D professionals have yet to 30% 22% roll out mobile access; more than 20% are planning 10% 10% implementation soon, 2% 2% while 10% are presently in a 0% piloting phase. Not Using Planning to Piloting Using for Some Using for Some Using for Some Use It in the Its Use Time Time and Planning Time and Planning Near Term to Roll It Out to to Scale Back Use ■■ Almost half of L&D More Employees professionals who have n = 49. rolled out mobile access Source: CEB 2014 Learning Innovations Survey. find it greatly impacts a Response options also included “Using the channel but planning to discontinue it”; no respondents chose this option. employee development. Providing Mobile Access Proving Impactful L&D Expects High Impact from Mobile Access ■■ The majority of L&D Degree to Which Providing Mobile Access Has in the Future professionals expect a Positive Impact on Employee Performance Degree to Which Providing Mobile Access Will Have a high returns to employee (Percentage of L&D Staff) Positive Impact on Employee Development in the Next performance from providing Two Years (Percentage of L&D Staff) mobile access in the next two years. 4% 22% Low Low Impact Impact 31% 48% 64% Medium High High Impact Impact Impact CEB L&D Resource 30% Medium Preparing L&D for the Future Impact See the appendix to gain more information on the use of n = 23. n = 23. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. mobile learning. Note: Pie may not total 100% due to rounding. © 2014 CEB. All rights reserved. LDR9550614SYN 25
The ability to learn through a mobile ENABLING MOBILE ACCESS phone or tablet has the potential to make Benefits Drawbacks learning more accessible but comes with increased Mobile access allows learning to take place Mobile technology must either be provided security risk. on the move, which enhances flexible work by the company or through employees conditions and provides development for bringing their own device to work. remote employees. Determining which mobile platforms are Bite sizing learning through mobile compatible can be complex. technology can provide performance support at point of need. Providing information through mobile channels can lead to security risk, especially Mobile learning brings learning to platforms if the information is sensitive or company employees are comfortable using. specific. Learning on a mobile device lends itself to self-paced learning. Case in Point With more than 26,000 employees at more than 175 locations around the world, making learning resources available through a variety of channels 24 hours a day is critical. To that end, in 2013 the company launched the Qualcomm Employee App Store, which features 30 internally developed and externally hosted apps on Android and iOS platforms that provide employees with a variety of mobile-ready resources. For instance, the app “52 Weeks” is an onboarding tool that tells the company history through a series of weekly stories. “Worldwide QMaps” shows all company locations, local restaurants, and shuttle bus information, and “QCEvents” showcases current, past, and future events. It also launched the “Qualcomm Journey,” a web platform that features user-generated content, such as video stories, that allows employees to share their work experiences, and Panopto—a video platform that provides recording and broadcasting capabilities. Source: CLO Magazine; Mobile Friendly Learning. © 2014 CEB. All rights reserved. LDR9550614SYN 26
L&D is experimenting with empowering LMS FEATURES: ENABLES LEARNER CREATED CONTENT employees to create their own content and expect L&D Is Experimenting with Enabling Learner-Created Content more significant impact Extent of Deployment of Enabling Learner-Created Content (Percentage of L&D Staff) in future. 60% 59% ■■ Over half of L&D professionals have not yet adopted enabling employee- 30% created content, but more than 20% plan to or are 14% 12% 10% piloting its use. 4% 0% ■■ Where L&D has enabled Not Using Planning to Use Piloting Using for Some Using for Some Time and learner-created content, It in the Near Term Its Use Time Planning to Roll It Out to the majority report More Employees a medium impact. n = 49. Source: CEB 2014 Learning Innovations Survey. a Response options also included “Using the channel but planning to discontinue it”; no respondents chose this option. ■■ L&D envisages high levels of impact coming from learner- generated content in the next two years. Enabling Learner-Created Content Providing L&D Confident in Future Impact of Learner- Medium Impact Created Content Degree to Which Enabling Learner-Created Content Degree to Which Enabling Learner-Created Content Has a Positive Impact on Employee Performance Will Have a Positive Impact on Employee Development (Percentage of L&D Staff) in the Next Two Years (Percentage of L&D Staff) 20% Low Impact 30% High Impact 58% 42% Medium High Impact 50% Impact Medium Impact n = 20. n = 20. Source: CEB 2014 Learning Innovations Survey. Source: CEB 2014 Learning Innovations Survey. © 2014 CEB. All rights reserved. LDR9550614SYN 27
Build employees’ ability to share and learn from BEST PRACTICE EXAMPLE: ENABLE others by implementing a channel that allows and LEARNERS TO CREATE AND CRITIQUE supports employees in CONTENT creating and critiquing content. Learner Video Creation and Critiquing Tips ■■ Before launching BLOOM, How to Review a Claim Comments: ELO@32: This was EL&D populated the site with really helpful and videos and is now working so short! bObGrez2: I wish with their subject matter the speaker went experts to create additional more in depth on how to handle content employees use. something more Videographer Employee complicated. 3,245 like it! GrEEr31: I thought ■■ BCBSNC provides employees that this was very... with tips on “How to BLOOM” (how to create the Tips for How to BLOOM Video Feedback Tips videos) and how to provide Use these tips to help you make your BLOOM video. Use these tips to help you provide constructive constructive feedback to feedback or comments to video creators. ■■ Clearly explain what and how you are going to video creators. share your knowledge with peers. ■■ Additional Questions? Feel free to ask in the comments—just be sure to check that no one else ■■ BLOOM will actively engage ■■ Explain why and who can use these skills, as they asked before you! learners by allowing them might not be relevant to everyone. to critique the quality and ■■ Did this video not cover the specific information ■■ Be specific on “the how,” and include tips to avoid helpfulness of videos. you were looking for? Make a comment about common pitfalls or frequently asked questions. what the speaker could add or what would be ■■ Provide example opportunities illustrating when good for a sequel. learners should use this information. ■■ Was this video helpful for you? Like it! Your likes CEB L&D Resource ■■ Test your video with colleagues before sending it help us ensure all content on BLOOM is relevant BlueCross BlueShield of to your department’s Super-User for approval. and useful. North Carolina’s Effective Learner Platform This case profile describes User-Generated Content Governance Principles how BCBSNC designed a To ensure learner-generated content is both high quality and relevant, BCBSNC has created a series of quality checks: learner-centric, on-demand media platform (BLOOM) that ■■ Content must be approved by a Super-User or administrator before it is available for viewing. supports effective learning ■■ Super-Users filter videos made by employees in their department for quality and content. behaviors instead of just ■■ EL&D monitors user-generated feedback. passive consumption. Source: BlueCross BlueShield of North Carolina; CEB analysis. © 2014 CEB. All rights reserved. LDR9550614SYN 28
ROADMAP Learning Channels Learning Methods LMS Features Appendix © 2014 CEB. All rights reserved. LDR9550614SYN 29
ADOPTION LEVELS RANKED FROM MOST EMBEDDED TO EXPERIMENTAL Learning Channels Level of Adoption Learning Methods Level of Adoption LMS Features Level of Adoption 1 E-learning modules Embedded 1 On-the-job learning Embedded 1 Enables assessment Embedded 2 Classroom-based learning Embedded 2 Mentoring Embedded 2 Reports integrating Embedded real-time data 3 Enterprise collaboration 3 Peer-based coaching Embedded environments Embedded 3 Pushing content based 4 Manager-led coaching Embedded Adopting (e.g., Sharepoint, Huddle) on learner profiles 5 Action learning Embedded 4 Learning portal Embedded 4 Certification management Adopting 6 Technology-enabled Adopting 5 Management of informal 5 Instant messaging Adopting simulations learning and communities Adopting 6 Enterprise social networks 7 User-created content Adopting of practice Adopting (e.g., Yammer, Jive) 8 In-person simulations Adopting 6 Compliant with third-party Adopting 7 Blogs and wikis Adopting 9 Network learning Adopting tools 8 Mobile learning (M-learning) Experimenting 10 Communities of practice Adopting 7 Integration with the performance management Adopting 9 Virtual worlds Experimenting 11 Team-based development system Adopting action plans 10 RSS feeds Experimenting 8 Enables learner-created 12 Gamification Adopting Experimenting 11 MOOCs Experimenting content 13 Including learners from 9 Provides mobile access Experimenting Experimenting partner organizations 10 Gamification features Experimenting 14 Targeting employee Experimenting 11 Shares content outside mind-set Experimenting organizational firewall 15 External development Experimenting networks 16 Applying neuroscience Experimenting principles 17 Augmented reality Experimenting Source: CEB analysis. © 2014 CEB. All rights reserved. LDR9550614SYN 30
CURRENT IMPACT LEVEL RANKED FROM HIGHEST TO LOWEST Learning Channels Current Impact Learning Methods Current Impact LMS Features Current Impact 1 Classroom-based learning High 1 On-the-job learning High 1 Pushing content based on High learner profiles 2 E-learning modules High 2 Mentoring High 2 Enables assessment High 3 Learning portal High 3 Peer-based coaching High 3 Reports integrating 4 Virtual worlds High 4 Action learning High High real-time data 5 Mobile learning (M-learning) Medium 5 Team-based development High 4 Provides mobile access High action plans 6 Instant messaging Medium 5 Integration with the 6 Manager-led coaching High 7 Enterprise collaboration performance management Medium environments Medium 7 Communities of practice Medium system (e.g., Sharepoint, Huddle) 8 In-person simulations Medium 6 Compliant with third-party 8 Enterprise social networks Medium Medium 9 Augmented reality Medium tools (e.g., Yammer, Jive) 10 Technology-enabled 7 Enables learner-created 9 MOOCs Low Medium Medium simulations content 10 Blogs and wikis Low 8 Certification management Medium 11 Network learning Medium 11 RSS feeds Low 9 Gamification features Medium 12 User-created content Medium 13 Applying neuroscience 10 Management of informal Medium learning and communities Low principles of practice 14 Including learners from Low 11 Shares content outside partner organizations Low organizational firewall 15 Targeting employee Low mind-set 16 External development Low networks 17 Gamification Low Source: CEB analysis. © 2014 CEB. All rights reserved. LDR9550614SYN 31
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