Showing posts with label Using. Show all posts
Showing posts with label Using. Show all posts

Friday, June 14, 2013

Adult Learning Using Technology

With the advent of Learning Management Systems (LMS), knowledge management systems and a plethora of other deployment and technology solutions, it is easier to deliver learning solutions to individuals in the work place. The move to technology-based solutions has been matched by a move away from 'technology only' solutions as encapsulated by "blended Solutions" to training. This paper looks at what technology is relevant to which objectives and sets a framework for it. The paper is concerned with individual learning within the context of corporate learning. Corporate learning is distinct from training in that its primary aim is improvement in the corporate performance, not individual knowledge. Although the one may be dependent on the other, corporate learning aims to maximize the benefit of training and education through people.

One indication of this performance improvement is though a recent Gartner study that showed that untrained users require six times more support than trained users and that untrained users took 450 percent more time, on average, to complete a task than a trained user.

Essentially there are four aspects to a person's performance in the context of learning or knowledge:

Skill: The ability to actually perform the actions required. For example the ability to enter a goods receipt into the system
Understanding: The underlying understanding of why the specific action is being performed and the consequences. Understanding enables the individual to correct errors when they occur, for example if a vendor unexpectedly undersupplies against a purchase order.
Aptitude: The individual's predisposition to perform an action or actions, for example numeracy.
Attitude: The person's motivation to do the actions required.

Training can address all of these bar Aptitude and this is ordinarily part of the recruiting process. Attitude can be addressed through training to some extent, but it has wider responsibility through management and for change, through the change management process.

Traditionally all or most of these aspects were taught in the classroom, but cost constraints and experience has shown that there are more cost effective ways to deliver these skills to individuals. It has been shown that adults ordinarily retain only thirty percent of what they learn in the classroom and that even this retention is short-lived if not re-enforced by practice or other means.

Further, Pfeffer and Sutton, in their book "The Knowing Doing Gap", show that understanding is not sufficient: in a company where all management understood the best practices and the message had been repeatedly explained and trained, the performance differences in similar plants was over 300 percent. Instead, as Ikujiro Nonaka has put it, "knowledge is embedded .where it is acquired through one's own experience".

In considering the best means of imparting the aspects of knowledge above both the means and the process are important.

Skills, the ability to perform the action, are best conveyed through experience. Ordinarily, in classrooms, this is through exercises or in many companies it is though on-the-job training. Quite often, unfortunately skills are acquired through trial and error.

While classroom training has been effective in delivering much of this aspect of training to date, it is, in most cases today, prohibitively expensive. Trainers, time away from work, travel and facilities add up quickly to make this form of delivery ineffective.

On-the-job training (or more often sit-next-to-Nellie) has its merits for low volume requirements or where the requirement is small, but inconsistencies in quality, the perpetuation of bad habits and the unreliable manner of this option limit its usefulness. This means of training is also not verifiable in today's industries where standardization is required.

While all the above delivery mechanisms use experiential learning to instil skill, what is required is consistent and verifiable delivery. Pilots know it, Arie de Geus has shown it work for managers, the US army has demonstrated it: simulation works.

Although, in the context of business system technology, there are several "simulators" on the market two aspects of a simulator are imperative:

1. Quality simulation: most commercially available simulations merely offer a flat picture of the system or screen with a hotspot for action. This allows the user to only do one action and allows no room for exploration or real deviation. Pilot simulators are more than a TV screen and a joystick for good reason.
2. Feedback: knowing where mistakes have been made and who has actually carried out the training is imperative for both verification of training and for the improvement of the training. Logged results enable curriculum designers to modify training exactly where problems occur and allow

Conceptual knowledge requires a different approach. Although it may be possible to use simulation to deliver entire processes and hence allow exploration into consequences and allow individuals to deduce their understanding, creating enough and varied scenarios in a simulator would be too time consuming and expensive.

Instead, the theory portion of classroom training has traditionally been utilized to convey understanding. Again, since only a small portion of the classroom knowledge I retained, other means of training are required.


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Using Voice over IP (VoIP) in Mobile Networks

Early in the last decade, service providers viewed VoIP as a threat to their traditional revenue streams. This has turned out to be true and is made possible by VoIP and the Internet, which is not distance-sensitive with respect to the cost of access. It is clear that VoIP will play an even more prominent role in all telecommunications networks moving forward and will completely replace circuit-switched voice.

VoIP has been around since the mid-1990s. The International Telecommunications Union (ITU) standardized the first signaling protocol for VoIP. The protocol, classified as a conferencing standard, is referred to as H.323.

The Internet Engineering Task Force (IETF) entered the scene in the late 1990s with what became a competing protocol called the Session Initiation Protocol (SIP). In 2003 the IETF released an updated version that fixed many issues with the original protocol. Since that time, SIP has become widespread in supporting the signaling functions for most real-time applications today.

There is one other key ingredient for VoIP that involves the packaging of the bits that make up the real-time voice or video communication. The protocol that accomplishes this is called the Real-time Transport Protocol (RTP). The IETF was also responsible for developing this protocol. Apparently it never seemed necessary to develop another competing protocol to RTP, so this has been the sole standard for media transport from the beginning.

To summarize the protocols, we have these two key ingredients that are used for signaling (SIP) and transport (RTP) of real-time communications over IP packet-based networks.

One thing to bear in mind is that these same protocols are used for voice or video traffic over IP networks, which both represent time-sensitive traffic (from end-to-end ). The biggest difference between voice and video IP traffic is the volume of data, or bits. Obviously, video demands a higher throughput than voice (exactly how much, depends on the resolution of the video and the compression method used). A voice or audio channel is necessary in conjunction with a video stream (i.e., silent video conferencing is not something desired by users).

The key difference between voice and video traffic versus transferring ordinary data files is the necessity to deliver a steady stream of traffic because it is time-sensitive. This is best achieved by allowing time-sensitive traffic to have priority, or right-of-way, over other types of non-time-sensitive data traffic. The term that defines this process is typically called Quality of Service (QoS).

There are three different groups of standards that have evolved over time that represent the majority of mobile cellular communications today.

Referencing back to 2nd generation (digital) mobile cellular networks, there were two key standards that became global standards. First, Global System for Mobile communications (GSM) was developed by the European Telecommunications Standards Institute (ETSI). This has become the most widely deployed mobile cellular voice technology in the world. The other 2nd Generation Standard is called Code Division Multiple Access (CDMA). This standard was initially developed by Qualcomm. An industry trade group was formed to provide an eco system for the cdma-One standard.

At the turn of the millennium, 2nd generation mobile standards began their evolution to 3rd generation standards. The move to 3G mobile networks would take a herculean effort on the part of engineers to accomplish the task. Therefore, regional standards bodies throughout the world formed standards partnerships in order to accomplish the task.

ETSI passed the torch to the 3rd Generation Partnership Project (3GPP), which transformed GSM into a new 3G standard called Universal Mobile Telecommunications System (UMTS) that used, what was at that time, a new air interface called Wideband CDMA, or W-CDMA.

The torch-bearer for the 3G standards development involving cdmaOne is the 3rd Generation Partnership Project 2 (3GPP2). Two 3G standards were created out of this partnership. The first became known as 1x Radio Transmission Technology (RTT) and the second was 1x Evolution Data Optimized (EV-DO). 1x stood for the original CDMA channel size of 1.25 MHz (as opposed to the W-CDMA, which was 5 MHz). The former (1xRTT) supported voice and lower-speed data traffic. The later (1xEV-DO) supported only data but at much higher data rates versus 1xRTT.

Recall that at the beginning of this section three groups of standards were mentioned. The third mobile cellular standard comes from the Institute of Electrical and Electronic Engineers (IEEE). The IEEE has created a whole series of standards involving both Local Area Networks (LANs) and Metropolitan Area Networks (MANs). These IEEE standards are formed under a group called the 802 committee, which was formed in February of 1980.

The standard that evolved into a mobile cellular standard is known as 802.16. A group of interested parties that wanted to promote 802.16 standards was formed, called Worldwide Interoperability for Microwave Access (WiMAX). That is why the 802.16 standards are also known as WiMAX. In 2004, the IEEE combined several standards documents that loosely formed the 802.16 framework into one cohesive standard, called 802.16-2004. This standard provided capability for creating a fixed-point microwave access network that provided broadband wireless connections.


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