The delivery Flow of remote training delivery
The delivery flow is built around collaborative learning and engagement
What creates engagement?
To set up a course with a high degree of interactivity and practicality, remote training program creators will work to modulate activities by employing some of the strategies below:
- Do something.
- Interact with others.
- Create, Discover, Explore, Make Connections.
- Reserve time for personal reflections.
- Play games or applied games.
- Observe others.
From simple practice to game-like activities
The four categories of practical activities that we recommend in CARTA are the following:
- Practice learnt notions, concepts, and techniques.
- Using metaphors in practice (pretext, image, story, role playing, case study, etc.)
- Using applied games: several activities specific to known games are intertwined with the objective of a certain practical activity; integrating games in a practical activity intensifies the dynamism, interaction, and communication of the latter, and increases the level of energy associated with the kind of integrated game.
- Using standard games: they are useful to restore energy levels, engagement, connection, communication within teams.
Roles in remote training delivery
To attain remote learning objectives, the persons involved in the training process need to assume roles presupposing distinct responsibilities:
- Sponsor of the learning initiative
- Session leader
- Training assistant / Co-trainer
- Designer–i.e., the person who designs activities and arrange them in a flow that maximizes the value offered to the participants.
The delivery process comprises three main steps:
1. Session opening
3. Session closing
The course delivery per se is to be made iteratively, in delivery loops containing a set of essential activities. The creators of training material and the trainers themselves can organize the delivery sequence for each loop as they see fit. The presence or absence of such activities makes it possible to evaluate the training session’s effectiveness later.
Types of reusable activities
Those who deliver courses remotely need to be confident that the kinds of activities they employ will generally have the expected effect in terms of the emergence of a good learning environment, a smooth, stress-free interaction with the group, the attitudinal opening of the participants, the participants’ realization of the offered value and the upkeep of their energy levels.
Practice has demonstrated that the activities included in the table below are reusable, interchangeable, and highly adaptable—after minor adjustments—to a large range of courses, from Soft Skills to technical or specialist trainings.
Type of activity
Comments & examples
|Connecting participants (among themselves and with the trainer)||This activity reduces stress, stimulates openness, and puts people in “learning mode”||Introducing oneself in pairs or individually, interviewing, collecting expectations|
|Defining expectations and work rules||Participants are given the chance to express their expectations, while the session leader can clarify or confirm the possibility of the fulfillment of these expectations||Collecting ideas on a tablet or virtual board|
|Relating to the main subject matter||A component of the first loop, this is the first learning activity||Brainstorming on contrasting topics|
|Content presentation||This activity consists in the transfer of knowledge to participants, and usually is the main reason for setting up the course||In simplified/ minimal format, by means of 3-4 slides for each idea or message|
|Game-like activities and debriefing||They support experiential learning||4 types of activities|
|Social interactions||It gives participants the chance to heighten the human factor within the group learning framework|
|Value realization||It stimulates the expression of perceptions, the evaluation of the experience gains, and the projection of scenarios for the future utilization of skills and knowledge||Personal rankings, the level of usefulness to office activity, the thermometer technique, the level of newness|
Types of reusable activities