How Does an Interactive Conversational Training Program Work?
Step 1. Defining initial users' data.
Traditionally, verifying users' data requires personal interaction with a trainer, L&D manager, or educator. This involves creating multiple surveys, checking them, and curating each user individually. These repetitive tasks consume a lot of time and resources.
SOLUTION#1
The interactive training software automatically defines user's data, saving valuable resources for training companies, businesses, and educational institutions.
HOW IT WORKS
- The software features a virtual "teacher" who explains key concepts through interactive dialogues, videos (with transcripts), and infographics.
- After explaining each concept, the system asks users a series of questions to uncover their initial data and final goals.
- All the gathered data is then used to create a personal Roadmap for each user, helping them achieve their goal.
HOW WE APPLIED IT IN THE PROJECT
A virtual “teacher” explains the notion of transformative moments in life. Then, asks a user to input transformative moments of their life one by one.
Step 2. Tracking users' progress.
Once the training is in progress, how would a user know how far they are from completing their Roadmap and how many more steps they need to take for completing the training?
SOLUTION#2
The system autonomously tracks a user's progress in real time.
HOW IT WORKS
- When a user is passing the training, the current progress in the module is automatically calculated and shown to a user.
- Together with the current progress in a module, the system automatically tracks the overall progress in building the Roadmap. This information is also revealed to a user.
- Each user is constantly engaged in a dialogue to motivate them for quick and successful course completion.
- The admin, curator, or L&D team lead can download detailed reports to see and analyze the current learners' progress.
HOW WE APPLIED IT IN THE PROJECT
A user is passing Module 3. The current progress within a Module and the overall progress in the Roadmap are being constantly recalculated once a user moves forward in the training.
Step 3. Increasing the effectiveness of the training program.
Businesses, educational institutions, and training companies invest in training programs to achieve positive outcomes. However, only one in four senior managers believe that training is critical to business results. Most courses lack feedback and post-training support, resulting in little or no real outcome. This wastes both money and time.
SOLUTION#3
The post-training phase increases the effectiveness program, ensuring the expected results. This is a unique part of the project that other leadership training programs lack and ignore.
HOW IT WORKS
- To increase the effectiveness of the training and user retention, a user is offered fully interactive conversational training. It features dialogs, videos, pictures, gamification, and social learning (engagement of friends or community).
- After completing the training, users are redirected to a post-training interface that summarizes the lessons learned, personal data, and goals.
- Users can track their progress, edit and update their goals, and stay organized.
- To maintain motivation, the system provides access to motivational resources and displays earned badges.
HOW WE APPLIED IT IN THE PROJECT
An example of a post-training interface with a completed Roadmap and a review of the learned lessons.
Top 6 Features Implemented
To make the training truly engaging and simple-to-use, we applied the following features and technologies:
Conversational Learning. This is the innovative learning model when a learner interacts with a virtual “teacher” or a chatbot in the form of a dialogue. In the current project, the “teacher” provides expert knowledge in taking on the role of a coach in question-and-answer dialogues. If applicable, a virtual assistant can be involved in exercises to check what has been learned.
Interactivity. The program includes various types of content that favor creating an immersive and engaging learning experience. We introduced in Project OTY a mixture of text and media (informative illustrations and videos with transcripts).
Gamification. To increase learners' engagement and add fun, game-design elements are used throughout the training process. It can be achievement badges, unlocking new levels, leaderboard, gems, strakes, etc. In Project OTY a learner is given achievement badges for completing some tasks or milestones.
Social Learning. It implies the involvement of other people in a learning process for feedback or knowledge exchange. Usually, a community is created within a platform or there is a sharing option.
In Project OTY we have also embedded the possibility to message friends, family, or colleagues to get feedback about the learner's unique strengths, which are necessary for building a personal Roadmap.
Chatbot. The chatbot is mostly used for organizational moments during the training, such as granting achievement badges or sending some templates.
For example, the OTY Bot sends a learner a template for a message that shall be resent to the learner's colleagues or friends for collecting opinions about their strengths.
Online Payment and Automatic Enrollment. The integration of an online payment makes the payment process quick and convenient for users. Once the payment is completed, a user automatically enrolls in the training.