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Epic Think Tank

Corporate universities


Part 3: The role of technology in enabling the corporate university

The corporate university allied to the power of e-learning technology: on the face of it, this is a marriage made in heaven. E-learning enables several of the key requirements for truly enterprise-wide organisational learning that had been touched on already in our Think Tank discussion:

Elimination of duplication - Do it right once: copy it a thousand times. Through the distributive power of the internet, a corporate university need offer only one course in, for example, time management; and can standardise on the best. E-enabled centralised purchasing and administration, likewise, can bring great economies of scale.

Convergence of knowledge management and learning - One of our delegates' corporate universities carries a branded knowledge management resource on the front page of its learning portal. Users can be connected to internal documents and sources, but also, just as importantly, to other employees with relevant knowledge and experience. E-learning is not just about connecting learners to content, but also about connecting to internal peers, mentors and SMEs. The use of email and forums can offer instant, organisation-wide communication for task-based or topic based knowledge sharing - cutting out duplication and allowing the organisation to leverage its internal knowledge resources more cost-efficiently.

Consistency of message, quality and values - In the case of induction, for instance, which provides a once-only opportunity to communicate core values to a mind as yet untarnished by organisational inertia and departmental in-fighting, e-learning give the opportunity to transmit these values clearly and unambiguously (see white paper on induction and e-learning). Speaking more generally, e-learning provides a unique opportunity to use learning to manage change, control brand messages and spread best practice.

However…
There are severe drawbacks to the vision of enterprise-wide, e-enabled learning that has been peddled by a heavily supply-driven, technology-lead industry to date, it seems. Many learning management systems (LMS) have been designed and configured from the point of view of a top-down, command-and-control training model which will seem hopelessly 'old school' in the light of the foregoing discussion.

Delegates were at pains to points out the importance of using technology to personalise learning rather than to homogenise it. In the particular context of the corporate university, it was felt more important that an LMS should allow users to track their own learning, and create their own personal development programme, than that it should be used to deliver more of the old prescriptive, sheep-dip style exercises - albeit on a larger scale.

A similar point was made on content. Bespoke content is a clear favourite over generic on one delegate's LMS - 'the generic titles just stay on the hook' - not so much because the latter are of lower production quality, but because they don't address specific, local needs so effectively, they don't reflect the learners' own work context and professional values, and they don't have anything like the same level of internal marcoms support.

The move towards blended learning can be seen as a corrective to this crude, top-down view of e-learning, and it has to be said that most of the impetus for The Blend has come from the client end and from the face-to-face training community. But it is e-learning companies who are going to have to play a large part in making blended learning work, if only because the 'physical' constituents of the blend are already, in a sense, designed (there is no argument about what a workbook should look like, for instance): it is the 'technology' part that has to be re-engineered in order to make blending work.

Highly personalised technology, rooted in the experience of the user, was a clear requirement from our delegates of e-learning, and it is no surprise that the discussion moved swiftly on to the role of simulations. If we were looking for the 'crucible of experience' that learners should be able to find for themselves through the aegis of an e-enabled corporate university, surely it would be here.

Simulations have well-established role in many traditional training programmes. Pilots train extensively on simulations. Trainee soldiers go on manoeuvres. The modern campus-based university, with its many extra-curricular activities, is in many ways a simulation of civic life.

Computer-based simulations have moved easily into important roles in teaching surgeons to do operations, for instance, or teaching learner drivers the basics of handling a car. However they do not always spring to mind as an essential component in the e-learning mix, partly because it is often assumed that they are too expensive and bandwidth-hungry to be an option.

But simulations do not have to be media rich in order to engage and instruct. They don't have to reproduce in every detail the learner's external environment, they only have to be psychologically convincing (for a more in-depth discussion of this point see white paper: Simulations and e-learning). At their best they can make the hairs stand up on the back of your neck - indeed one of our delegates described having exactly this experience while trialling an interview simulator produced by Epic for the DWP.

On the scale at which most corporate universities operate, simulations become not only a realistic option but a necessary one in cost terms. And exciting possibilities can come from combining simulations with real life practice in blended programmes - this is after all the way an increasing amount of skills are being learned, as a generation emerges which has grown up with computer games. A smart trainee skateboarder soon learns that previewing some of his more ambitious moves on his Tony Hawk's PlayStation game saves wear and tear on the knees. Similarly, simulations for management skills covering difficult human situations can save a great deal of wear and tear on ancillary staff (not to mention HR!).

Throwing into this mix the element of online collaboration, and you have the potential for creating rich learning experiences which are light years removed from the 'sheep dip' - and which your learners will flock to.

John Helmer for Epic, September 2002

Introduction
Background
Part 1 Why corporate universities?
Part 2 The crucible of experience
More features

Related links
The following free white papers from Epic bear directly on issues discussed here:

 

See also:
Epic Thinking: click here to receive free monthly newsletter
 
Downloads

Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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