Revolutionizing Training: The Power of Experiential Learning and Technology for Retaining Skilled Workers

Revolutionizing Training: The Power of Experiential Learning and Technology for Retaining Skilled Workers

DOI: 10.4018/978-1-6684-8691-7.ch018
OnDemand:
(Individual Chapters)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

Experiential learning is a powerful tool for cultivating autonomous learners and promoting meaningful knowledge and skill transfer to the workplace. This approach to learning became effective when incorporated into organizational training programs, as it boosted learners' willingness to learn and helped to reduce worker turnover. In the wake of the 2021 Great Resignation, in which millions of Americans left their jobs, organizations must embrace evolving forms of instruction and guidance to retain their workers and remain competitive. Organizations spend upwards of $1252 per worker on training. When such organizations miscarry or are unsuccessful in training workers, these workers leave to find different work. This chapter provides an agenda for organizations seeking to implement experiential learning, including peer-group learning, and mentoring. By leveraging these tools, organizations can reap the benefits of experiential learning and ensure that their workers have the skills and knowledge they need to thrive in the ever-changing business landscape.
Chapter Preview
Top

Significance Of The Paper/Study Statement

The significance of this chapter lies in its focus on the relevance of experiential learning in the study of management and leadership. The chapter highlights the importance of practical application in real-world contexts in developing critical skills and knowledge in managers and leaders. The text also emphasizes the essential competencies of effective leadership, including problem-solving, decision-making, and communication, which are best developed through experiential learning. Furthermore, the chapter underlines the significance of experiential learning in organizations' efforts to stay ahead of the curve, empower their workforce, and reduce the turnover of trained employees.

The chapter’s assertions are supported by scholarly literature published between 2019 and 2023, such as Kolb (2019), and Zhang, Zhang, Zhang, & Zhang, et al. (2021), demonstrating that experiential learning is crucial in developing management and leadership competencies. Additionally, the chapter draws on current data on workforce turnover and training expenditures, as provided by HelloTeam (2022b), to further emphasize the need for adequate training methods such as experiential learning. Overall, this chapter’s significance is its potential to serve as a valuable resource for management educators and others interested in engaging students in practical, hands-on learning experiences that enhance their skills and prepare them for real-world leadership roles.

Key Terms in this Chapter

2021 Great Resignation: The Great Resignation refers to a trend that emerged in 2021 where a significant number of workers across various industries and job sectors in the United States and other countries chose to quit their jobs, often without having a new job lined up. This trend was driven by various factors, including burnout and stress from the COVID-19 pandemic, a desire for better work-life balance, and a reassessment of career priorities and goals. The term “Great Resignation” was coined to describe this widespread wave of resignations, which has been described as the largest turnover in the labor market in several years.

Simulation: Simulation refers to the process of creating an artificial or virtual environment that mimics the behavior, characteristics, or conditions of a real-world system or phenomenon. It involves using computer programs, mathematical models, or physical simulations to replicate the behavior or performance of a complex system or process. Simulations can be used for a variety of purposes, including scientific research, engineering design, testing and training, and entertainment. They can help to predict the behavior of systems under different conditions, evaluate the effectiveness of new designs or strategies, and provide insights into complex phenomena that are difficult or impossible to study in real life.

Augmented Reality Tools: Augmented Reality (AR) tools are software or hardware technologies that combine virtual objects or information with the real world. These tools use a camera or other sensors to recognize the user's environment and superimpose computer-generated images or data onto it in real-time. AR tools can be used for a wide range of applications, including entertainment, education, advertising, and industrial design. Overall, AR tools provide an interactive and engaging experience that blurs the line between the digital and physical worlds, and have the potential to transform how we interact with information and entertainment.

Technology-Based LMS: A technology-based learning management system (LMS) is a software platform designed to deliver educational content, track student progress, and manage various aspects of online learning. It uses technology to provide online learning resources such as interactive multimedia content, quizzes, assignments, and communication tools such as discussion forums, video conferencing, and instant messaging. The technology-based LMS allows instructors to manage their courses, track student performance, and provide feedback and support to learners. It can be used in a variety of educational settings, including schools, universities, corporate training programs, and online learning platforms. Some examples of technology-based LMSs include Moodle, Blackboard, Canvas, and Google Classroom.

Information Spillage: Information spillage in experiential learning refers to the unintentional disclosure or release of information during the learning process. This can happen when participants in a learning experience share personal or sensitive information about themselves or others that was not intended to be shared or when confidential information about a project or organization is shared outside of the intended audience. Information spillage can occur in various experiential learning contexts such as group discussions, role-playing exercises, or simulations. It can have negative consequences such as breach of trust, loss of privacy, or damage to the reputation of individuals or organizations involved.

Experiential Learning: Experiential learning is an approach to education that emphasizes learning through first-hand experiences, reflection, and active experimentation. This approach to learning involves engaging in activities, tasks, or projects that require the learner to apply their knowledge and skills in real-world situations. Experiential learning involves a cyclical process of planning, doing, reflecting, and applying, with each step informing the next. It allows learners to gain a deeper understanding of a subject by actively engaging with it and reflecting on their experiences. Examples of experiential learning include internships, service learning projects, simulations, and hands-on laboratory experiments.

Online Communication Platforms: Online communication platforms are digital tools that enable people to connect, communicate, and collaborate over the internet in real-time. These platforms offer various features such as instant messaging, video and audio conferencing, file sharing, screen sharing, and virtual whiteboards to facilitate communication and collaboration among individuals or groups. Some examples of popular online communication platforms include Zoom, Skype, Google Meet, Microsoft Teams, Slack, and WhatsApp. These platforms have become increasingly important in the modern digital era, especially with the rise of remote work and distance learning, as they provide a way for people to stay connected and work together despite physical distance.

Complete Chapter List

Search this Book:
Reset