1,737 research outputs found
Aligning Hierarchical Goals in an Organization: The Path From Training to Performance
Training is a multi-billion-dollar industry, and with the advent of the training technology revolution and the possibilities it provides to business and government, as well as to the academic community, it is important to determine if the money invested in training by these communities is providing the expected performance on the part of those who are trained. This can be done by quantitatively evaluating the relationship between training and performance.
This study extends the scholarly literature by developing the concept of organizational alignment through a combination of Human Performance Technology literature and traditional engineering methodologies. Organizational training and performance is studied to evaluate aspects of the relationship. An experimental study was conducted within a chain organization seeking to develop the best method of training. Quantitative and qualitative results are collected in an attempt to validate the findings.
The findings of the research indicate that training does not necessarily guarantee performance. Although organizations are investing billions of dollars in training development and deployment for employees, the training may not deliver the desired or expected performance for the organizations. The research shows that a principal cause of training not leading to performance is the lack of organizational goal alignment between levels of the organization. This was seen through the results of the performance and causal analyses combined with engineering methods. Lastly, this research concludes that modeling and simulation is an appropriate method by which to achieve organizational alignment. Taking a broader view of simulation and considering its iterative nature for planning and evaluation can allow organizations to proactively align their organizations at all levels
Navigating Uncertainty in Automotive Technology Instruction: The Subjective Experiences of Automotive Instructors During Laboratory Activities
Educational researchers have conducted very few studies on the subjective experiences of both trained and self-taught auto mechanics (Barber, 2003, 2004; Nelsen, 1997, 2010). Further, no present studies explore the subjective experience of the automotive instructor as he or she experiences uncertainty in the automotive lab. This study addresses a gap in the current literature on career/technical instructor development. For this study, data were gathered by video recording automotive laboratory activities at three Midwestern automotive programs. Interpersonal Process Recall (IPR) interviews were conducted with automotive instructors as they observed themselves navigating the lab environment. Data from the IPR interviews were analyzed using emergent thematic analysis. The research revealed that most instructors in this study were aware, after reflection, of the reasoning behind many of the intuitive and improvisational behaviors, and had an awareness of the nuances of skill assessment the importance of modeling behavior. This study also identified transfer of artistry as a concept of advanced skill attainment in automotive subjects. Transfer of artistry is the result of an instructor’s ability to manage several paradigms of the laboratory experience at once, to create the appropriate conditions for a student to develop the cognitive, spatial, and tactile skills necessary for performing advanced automotive diagnostics and repair. This dissertation is available in open access at AURA: Antioch University Repository and Archive, http://aura.antioch.edu/ and OhioLINK ETD Center, https://etd.ohiolink.ed
ANALISIS KELAYAKAN PENGEMBANGAN JOBSHEET SEBAGAI BAHAN AJAR PESERTA DIDIK (STUDI LITERATUR)
Jobsheet is sheet containing assignments or instructions that must be done by students. The purpose of this study was to analyze the feasibility of developing a jobsheet as teaching material for students to practice in workshops.This research uses literature study method. This study formulates the feasibility (validity, effectiveness, practicality) for the development of a jobsheet as an instruction for students to practice in a workshop.The results of the research on the validity aspect were stated to be very valid with an average of 86.59%, the practicality aspect in terms of student responses with a mean of 83.64% or in the very practical category, there was a significant increase in student learning outcomes between before and after using the jobsheet in the category. very effective with an average of 82.89%. Therefore, it can be concluded that this jobsheet is suitable to be used to improve student learning outcomes
Using Immersive Fantasy to Engage Marginalized Youth: Promoting STEM Engagement Using Mystery Rooms
Educational systems today often fail to imbue students with an interest or value for learning. Students in underprivileged areas disengage in education at young ages and are unlikely to pursue STEM education and careers. The purpose of this project is to engage marginalized youth in STEM education through the use of an immersive narrative experience called a Mystery Room. Through analysis of students\u27 perception of time, verbal feedback, and behavioral observations, we determined that this strategy successfully captures student interest and has a significant effect on STEM engagement. Our findings are intended to assist educators in implementing active learning to engage students
SEPEC conference proceedings: Hypermedia and Information Reconstruction. Aerospace applications and research directions
Papers presented at the conference on hypermedia and information reconstruction are compiled. The following subject areas are covered: real-world hypermedia projects, aerospace applications, and future directions in hypermedia research and development
Exploring a Culture of Learning with Technology: An Ethnographic Content Analysis of the Activity of Learning with Educational iPad Apps
This study explored the culture of learning with educational iPad apps using
activity theory as a guiding framework. First, the top nine educational apps were tracked
in the Top Charts section of Apple’s App Store for a duration of four months. The nine
sampled apps, selected based on their frequency of appearance, included Toca Hair Salon
2, Stack the States, Endless Alphabet, Mickey Mouse Clubhouse: Wildlife Count Along,
Wild Kratts Creature Power World Adventure, Wallykazam! Letter and Word Magic,
Starfall Learn to Read, Dr. Panda’s Restaurant 2, and Bug Art. The descriptions, version
updates, app content, and customer reviews for each app were digitized, coded, and
analyzed in Dedoose using the Activity Checklist. Additionally instructional analysis
diagrams were developed to provide insight into the user interface and actions. Results of
the study were presented in the form of nine portraits. The overview and relevant
instructional characteristics were detailed for each app. The final chapter examined the
broader implications of the app experience. The technology, the instruction, the adult
guide, and the App Store were identified as mediating factors that contributed to the
dynamic app culture
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