Chapter 6
Writing an Instructional Plan

Instructional Plan Overview

The training approach described in this book can be summarized in one word: active. The underlying philosophy, as described in Chapter 2, is that adult participants are actively involved throughout the training session. The design and development strategies, therefore, reflect an active, experiential approach to training, allowing participants to discover ideas, principles, and concepts through a series of well-planned and well-executed structured experiences. Because the adult, in particular, learns by doing, not by being told, the design and development process includes very few didactic elements.

Time Needed to Develop a Training Program

The most frequently asked question in train-the-trainer sessions is “How long does it take to design and develop a training program?” The answer: “It depends.” As frustrating as that might be to those who want and need to know how much time they must devote to this effort, there are just too many variables to give an accurate answer. A “rule of thumb” is 10 to 20 hours of development for every hour of delivery.

However, this figure can change dramatically. In the September 1996 issue of Training & Development, published by the American Society for Training and Development, author Karen White tells the reader that a good estimate is “forty to one hundred hours of development for each hour of an instructor-led course.” The May 1997 issue of Training magazine cites a study by the U.S. Office of Personnel Management, which offers the following estimates for development hours per classroom hour for an instructor-led course (Zemke and Armstrong, 1997):

Formal technical course 5 to 15 hours
Self-contained, ready for handoff to other instructors 50 to 100 hours
Conventional management development 20 to 30 hours

As you can see, all estimates have a wide range. Contributing variables include the designer's skill and experience, the complexity of the content, and whether one develops activities or uses those already developed. Will you use an “off-the-shelf” case study, or will you write your own? Do you have the skills to write a case study? If you choose to use one already written, will you use it as written, or will you modify it for a specific situation? Also, can you readily find an appropriate case study, or will you have to spend time looking through various resources to find one that serves your purposes? These are all critical decisions that involve varying amounts of time required to produce the training session.

The reality of life is that others will often dictate how much time is available to develop the training program. Because situations change so rapidly and unexpectedly, you may not have the luxury of developing a training program the way you would like. For a new product launch, for example, your client or decision maker may require you to put together a training session, sometimes literally overnight.

Also, like it or not, your client may also dictate how long the session can be. Based on your needs assessment and your training experience, you may know that a customer-service training program should be at least two days. This would give you enough time to present the content and give participants many opportunities to assimilate the information through experiential activities and to fine-tune their skills through a variety of skill-building activities. More often than not, however, you will be told that the training must be limited to one day. This is where it is extremely important for you to identify your objectives quite clearly. Be realistic about what you can and cannot accomplish within the prescribed time frame.

The time constraints will also impact your choice of methods. For example, if you had to deliver a time-management program in three hours, it is highly unlikely you would be able to use a structured experience that takes an hour and a half.

Cost Considerations

Cost is another factor in the design and development of a training session. For a customer-service program, you may want to demonstrate the proper way of handling an irate customer. In your research, you might have come across a video that would be perfect. However, a limited budget might preclude you from using it. Videos are expensive to buy or even to rent. Unless you can demonstrate that buying the video will be cost-effective because you will be using it numerous times, you may find yourself searching for another means of communicating your message. (Cost issues are discussed further in Chapter 7.) All is not lost, though. Fortunately, with the Internet and YouTube, you can often find a free video that will meet your needs. A less costly alternative is to write a scripted role play demonstrating the correct approach to handling an irate customer. During the training session, you can ask for two volunteers to read the role play, and then you can lead a discussion, just as you would following the video. The downside is that it takes time to write the script, and it probably will be considerably shorter than the video.

Major Components of Design

Designing a training program is much like planning a trip. In both cases, you must ask yourself the following questions:

Trip Training Session
WHO Who is going? Who should participate?
WHEN When are we going? When will I conduct the training?
WHERE Where are we going? Where am I taking the participants (in terms of outcomes)?
WHY Why have we chosen this destination? Why am I conducting this training?
WHAT What do we want to see and do? What do I want the participants to know or be able to do?
HOW How will we get there? How will I communicate the information or develop the participants' skills?

An instructional plan identifies what you are going to accomplish (learning outcomes for the participants), what will be said or presented (content), and how content will be communicated (methods and media). The purpose of the initial design document is to organize one's thoughts and sequence the material and activities to create the optimum learning experience and meet learning outcomes.

After determining the objectives and before writing a detailed instructional plan, it is helpful to first design or lay out the course using a design matrix. This is truly the planning phase of the development process.

Creating a Design Matrix

A design matrix (Exhibit 6.1) is used to visualize the course or session. It enables you to take a broad view of what you want to accomplish and how to meet the learning outcomes. The design matrix provides a framework or skeleton for the course. You will then “put the meat on the bones” as you make decisions about methods and materials and prepare your instructional plan. The design matrix consists simply of four parts: duration, content or learning points, methods or activities, and materials or aids.

The design matrix is a rough sketch of the training session. Use it to identify and sequence content subtopics; estimate the amount of time devoted to each subtopic; consider the methods to communicate the content; and identify potential training materials and aids.

Determining Content

Content flows naturally from the learning outcomes or objectives. The important point to remember when developing or determining content is that you want to focus on what the participants “need to know” versus what's “nice to know.” This is particularly important when there are time constraints.

Many trainers new to the profession with little or no experience in designing a training program often ask: “Where do I start?”

Research the Topic

Unless you are a subject-matter expert, start by researching the topic. Search the Internet, read books and articles to gather facts and other important information, and, whenever possible, work with subject-matter experts, especially for job-specific content. Approach the research process in much the same way you collected information for a research paper in school. In this case, however, be careful to collect information that is vital to the program, always keeping in mind your learning objectives and the “need-to-know” concept. In other words, don't go overboard collecting information. Read and distill the material. Make sure you cite sources of specific data and give credit for proprietary models. Include a full reference for every source cited, including the author's or editor's initials and last name, the title of the book (and article, if applicable), the city of publication, the name of the publisher, and the year of publication. Concentrate on recent sources—ones that have been published within the past three to five years. Be sure to cite your Internet sources as well.

Mind Mapping

Often, trainers have no idea where to start in terms of what specific subtopics they should include. One way to begin thinking about your content is by using a variation of brainstorming called mind mapping. Start by putting the title of your program in the center of a piece of paper. Draw a circle around it to give it focus. Then just start generating ideas related to your topic and writing them down (anywhere on the paper). When the ideas have stopped flowing, begin combining ideas into natural groupings, which become subtopics. Determine which are “need to know” and which are “nice to know.” Decide whether to include or eliminate the nice to know topics based on time parameters. After determining the subtopics, the next step is to sequence them.

Sequencing

After you have determined the major content and learning points for the training, determine the order in which you will present the content. This is the time to organize. Several ways can be used, depending on the type of training and what you are trying to accomplish. Although there are no hard-and-fast rules for sequencing, the following guidelines may help you as you make decisions about the order of content and activities.

  • Start with easy activities and move to more complex.
  • Use less risky activities before those that some participants might find threatening.
  • Vary your activities and methods in terms of length and format.
  • Present easy concepts first.

Sequencing Example

As a result of a mind mapping process, let's assume that the following subtopics will be used for a one-day customer-service training session:

  • Irate customers
  • Internal service
  • Telephone skills
  • Communication problems
  • Professional image
  • Definition of customer service
  • Personal action plans

Think about the logical arrangement of the topics and, based on knowledge of the subject, you might arrange the topics in the following order:

  1. Definition of customer service
  2. Professional image
  3. Telephone skills
  4. Communication problems
  5. Irate customers
  6. Internal service
  7. Personal action plans

Sequencing Activity

Assume that you are going to develop a time-management program, and you have identified the following subtopics. Determine the order in which you are going to address each one by numbering them from 1 to 7.

  1. _____ Personal action plans
  2. _____ Tips and techniques for managing time
  3. _____ Assessing how you spend time
  4. _____ Barriers to good time management
  5. _____ Dealing with interruptions
  6. _____ Overcoming procrastination
  7. _____ Determining priorities

Approaches to Organizing Training

Present the information in a way that will maximize the learning. You want the participants to retain the knowledge (cognitive), develop the skills (behavioral), or heighten their awareness (affective), and at the same time enjoy the learning experience.

Many of your designs will be variations of the behavior-modeling approach introduced in the 1970s by James Robinson and William Byham (Pescuric and Byham, 1996): content, positive role modeling, skill practice, feedback, and application on the job. There are, however, other ways to organize your session, depending on your intent. The following are other approaches to consider:

Sequential

Sequential designs present a step-by-step process leading to a conclusion. For example, in a sales-training seminar, the content might be presented in this order: (1) establishing rapport, (2) identifying customer needs, (3) matching product benefits to needs, (4) overcoming objections, and (5) closing the sale. With this approach, the subtopics follow the pattern of the process that serves as the training focus.

Job Order

This approach teaches tasks as they occur on the job. For example, a bank teller–training program might present subtopics for opening procedures in the following order: (1) getting cash drawer from vault, (2) verifying cash, (3) ordering cash, (4) logging on the computer, and (5) preparing settlement sheet.

Priority

Skill or knowledge essential to the completion of a task is taught first as a prerequisite to the training that will follow. Returning to the teller-training example, trainees would need to have knowledge about how to log on to the computer before learning how to complete other transactions.

Topical

This approach addresses job knowledge in terms of topics rather than sequence of activity. Sales representatives, for example, would have to learn about the products before they could sell them; however, they would not have to learn about those products in any particular order.

Creating a Detailed Instructional Plan

The instructional plan is a detailed guide to delivering a training program. It serves a number of purposes:

  • It forces you to organize material or content and present it in a logical manner.
  • It identifies what materials are needed, learning points, and how content will be communicated.
  • It helps you stay on track, make the points you want to make, and avoid spending too much time on a particular topic.
  • In the long run, it saves time. After it is created, file it away until the next time you have to present this particular subject. Rather than “reinvent the wheel,” review the plan, assemble the necessary materials, and go.

The ability to create a detailed instructional plan will also help you in your own career development. First, it gives you credibility, enhancing your image as a trainer. Second, once you have designed and developed a complete program, you will find it easier to create subsequent programs.

Components of an Instructional Plan

An instructional plan consists of two parts: (1) the program overview and (2) the instructional guide.

Part I Program Overview

The program overview details the components of the course or training session. It consists of the following:

  1. Title. The title should be brief but descriptive.
  2. Course description. Identify the overall goal of the course, along with a brief description of the content.
  3. Learning outcomes. List exactly what the participants should be able to do as a result of this program.
  4. Length. Give the length of the course in terms of the number of sessions, number of hours in each session, frequency, time of day and/or day of week, if appropriate.
  5. Format/methodology. Describe the approach and methodology you will use, such as case studies, role plays, experiential learning activities, discussion, and so forth.
  6. Audience. Identify who should attend (in terms of levels, job titles, or job duties) as well as group size.
  7. Participant preparation. If applicable, identify any pretraining assignments such as reading, completing assessment instruments, or meeting prerequisites.
  8. Instructional materials and aids
    • Document list: handouts, textbooks, instruments, etc., along with the source.
    • Equipment list: computer, LCD projector, flip charts, chalkboards, video equipment, whiteboards, and markers.
    • Media list: video titles (include name of producer and length of video), audio recording, or software.
  9. Reference list. Identify sources used in putting the program together such as books and articles. This is particularly helpful if someone else delivering the program wants further information.
  10. Facility checkoff list. Reminders or “To Do's” such as table setup, water pitchers and glasses, refreshments, markers for flip chart pointers, extension cords, and participant materials (folders, paper, pencils, name tents).

Exhibit 6.2 is an example of Part I (Program Overview) of an instructional plan for a customer service training program.

Part II—Instructional Guide

Part II is the real meat of the plan. It consists of the following four parts: time frames, content outline, training aids and materials, and trainer's notes. Let's take a look at each of these in detail.

Time Frames

Identify how much time each major content section takes. Indicate a time frame for each by listing the number of minutes required (for example, 15 minutes) or express time as a digital clock (0:15).

Content Outline

This section outlines in detail the ideas, principles, concepts, or skills the participants are to learn. There are many possible formats; however, an outline is best as it helps you see relationships as well as the sequence of topics and subtopics. Although you do not have to worry about adhering religiously to the rules of outlining, it is important to observe some basic rules or guidelines:

  • Main points and subpoints follow the order of general to specific.
  • Subdivisions or subpoints must flow logically from each main point.
  • Use the standard system of numerals, letters, and indentations as follows:
    1. Roman Numerals
      1. Capital Letters
        1. Arabic Numerals
          1. Small Letters
            1. Arabic numerals in parentheses
              1. Small letter in parentheses
  • If you have the heading “I,” you must have “II.” By the same token, if you have an “A,” you must have a “B” and so forth. There cannot be just one point under a heading.

Training Aids and Materials

Training aids and materials include assessment instruments, videos, slides, computer-generated visual aids, audio recordings, games, and evaluation tools. Include brief notations to cue you when to use a slide, video, or handout. To make it easy for you (or someone else) to see at a glance what to do, you might use abbreviations or icons. The following are some ways to indicate your training aid without writing it out.

Training Aid Abbreviation Icon
Slide SL A series of icons (top to bottom): slide, workbook, flip chart, handout, and video.
Workbook WB image
Flip Chart FC image
Handout HO image
Video V image

Trainer's Notes

In essence, your trainer's notes are your “stage directions” and methods. They tell you how you will communicate the content. They might include specific questions to ask the group or instructions for activities. Here are some possible “stage directions” you might choose to use:

Distribute… Write…
Conduct role play Show video
Demonstrate… Ask…
Discuss… Instruct participants to…
Break into subgroups Explain…

Instructional Methods

Instructional methods are the various means by which content or material is communicated. They include the use of assessment instruments; activities such as role plays, case studies, and simulations; and a host of cooperative-learning or active-training techniques (which are explored in detail in Chapter 7). Some of the issues to consider when using some of the standard experiential methods are discussed below.

When selecting training methods, remember that there is no one best method; however, do try to use a combination of strategies. In selecting your methods of delivering instruction, consider the following:

  • Subject matter
  • Group's knowledge of the subject
  • Training objectives
  • Available time
  • Group size
  • Kind of participation desired
  • Equipment available
  • Type of room
  • Cost
  • Comfort zone of the trainer
  • Comfort zone of the participants
  • Participants' learning styles and perceptual modalities (see Chapter 2)

Table 6.1 lists the advantages and disadvantages of the various instructional methods. Study it to help determine which methods you want to use.

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Table 6.1 Instructional Methods

Method Advantages Disadvantages
Role playing: Acting out real-life situations in a protected, low-risk environment. Develops skills.
Opportunity for participants to practice what they learn.
Participants gain insight into their own behavior.
Some participants are resistant.
Contrived situations.
Requires considerable planning.
Games: An activity governed by rules entailing a competitive situation. Promotes active learning.
Provides immediate feedback.
Boosts interest.
Stimulates excitement.
Increases learning.
Improves retention.
Time-consuming.
May lead to loss of facilitator control. Sometimes difficult to monitor.
Some degree of risk.
Simulations: Activity designed to reflect reality. Promotes high level of motivation and participation.
Provides immediate feedback.
Approximates real-world environment.
Can be costly.
Time-consuming.
Requires significant planning and excellent facilitation skills.
May require more than one facilitator.
Observation: Matching others without directly participating; give constructive feedback Generates interest and enthusiasm.
Is less threatening than other methods.
Promotes sharing of ideas and observations.
Focus could easily shift from learning factor to entertainment factor.
Demonstrators may not do adequate job.
Requires skilled facilitators.
Instruments: Paper-and-pencil (or online) device used to gather information. Personalized; helps to achieve participant buy-in and commitment.
Helps focus on most appropriate material.
Helps clarify theory, concepts, terminology.
Some participants might be fearful.
Participants might argue with data.
Time-consuming.
Requires skilled facilitator.
Participants may feel stereotyped or “pigeonholed.”
Mental imagery: Visualize situations; mentally rehearse putting skills into action. Everyone can participate.
Simulates thinking, imagination.
Some participants may be uncomfortable or impatient.
No way to monitor participation.
Writing tasks: Worksheets in conjunction with materials; list and evaluate information. Everyone can participate.
Particularly effective for shy participant.
Individual task; little or no interaction.
Time-consuming.
Some people have aversion to writing.
Lecturette: Short, structured, one-way communication from trainer to participants. Trainer controls what material is covered.
Saves time.
Participant in passive mode.
May be boring to participants.
One-way communication.
Small group discussion: Small groups formed from larger group; composed of five to seven individuals; assigned to discuss a certain topic within certain time limit. Increases participation.
Creates risk-free environment.
Stimulates thinking.
Draws on knowledge and experience of all group members.
Helps participants to assess their understanding of material.
One participant might dominate.
No guarantee that all will participate; some may choose to remain in passive role.
Easy for group to get “off track.”
Time-consuming.
Case study: Written description of a problem or situation trainees might be faced with on the job; working in small groups, trainees read and discuss the case to determine the pertinent facts, identify problem, suggest alternative solutions, and agree on a final solution. Allows participants to discover learning points by themselves.
Participants apply new knowledge to specific situations.
Stimulates discussion and participation.
Participants receive immediate feedback.
Contrived situation.
No opportunity to solve real problem.
Can cause frustration because there is no one “right” answer.
Time-consuming.
Task exercise or activity: Participants are divided into small groups of five to seven and work on a specific task or activity; often present results to the total group. Stimulates thinking.
Promotes group interaction.
Time-consuming.
Difficult to keep groups on track.

The Trainer's Handbook, 4th Ed. Copyright © 2016 by Karen Lawson. Reproduced by permission of Pfeiffer, an imprint of John Wiley & Sons, Inc.

When deciding which methods to use, determine your purpose. Refer to Table 6.2 as another guide for when to use any particular method to communicate your content.

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Table 6.2 Instructional Methods and When to Use Them

Method Purpose When to Use
Role Playing Help participants practice skills used in interactions To practice newly acquired skill
To experience what a particular situation feels like
To provide feedback to participants about their behavior
Games Provided nonthreatening way to present or review course material To help grasp total program content
To present dry material in an interesting way
To add a competitive element to the session
Simulations Re-creates a process, event, or set of circumstances, usually complex, so that participants can experience and manipulate the situation without risk and then analyze what happened To integrate and apply a complex set of skills
To elicit participants' natural tendencies and provide feedback on those tendencies
To provide a realistic, job-related experience
Observation Certain participants act out or demonstrate behaviors, tasks, or situations while other observe and give feedback To show group how to perform procedure or apply a skill or behavior
To increase participants' observation, critiquing, and feedback skills
To demonstrate behavior modeling
Instruments Provide feedback; self-assessment To identify areas for improvement
To establish a baseline for future growth
Mental Imagery Helps participants increase understanding, gain insight To address affective learning
To stimulate thinking, imagination
To replace role playing
Writing Tasks Helps participants reflect on their understanding of concepts, information, ideas To provide for individual input
Lecturette Conveys information when interaction or discussion is not desired or is not possible To convey information quickly within short time period
To communicate same information to large numbers of people
To provide basic information to a group that is not knowledgeable
Small-Group Discussions Offers opportunity for participants to express opinions, share ideas, solve problems, interact with others To generate ideas
To find out what participants think about a particular subject
To increase level of participation
To encourage group interaction and build group cohesiveness
Case Study Allows participants to discover certain learning points themselves. To apply new knowledge to a specific situation
To practice problem-solving skills
Task Exercise or Activity Allows participants to work with the content in small groups. To test participants' understanding of concept or process
To promote group collaboration
To increase participants' confidence in their ability to apply learning on the job

The Trainer's Handbook, 4th Ed. Copyright © 2016 by Karen Lawson. Reproduced by permission of Pfeiffer, an imprint of John Wiley & Sons, Inc.

Always keep your objectives and desired outcomes in mind as you design a training session. Table 6.3 will help you match the methods to the desired outcomes.

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Table 6.3 Matching Methods to Desired Outcomes

Desired Outcome Suggested Training Method
Knowledge Textbook
Lecture
Small-group discussion
Games
Computer-assisted instruction
Video
Attitudes/Values Guided discussion
Small-group discussion
Role play
Dramatization
Business games
Case study
Video
Simulation
Debate
Understanding Guided discussion
Small-group discussion
Role play
Business games
Video
Computer-assisted instruction
Case studies
Demonstration/Dramatization
Skill Development On-the-job performance
Role play
Business games
Skill practice
Simulation
In-basket activity

The Trainer's Handbook, 4th Ed. Copyright © 2016 by Karen Lawson. Reproduced by permission of Pfeiffer, an imprint of John Wiley & Sons, Inc.

Developing Materials

Writing training materials is a time-consuming process. Not only do you have to create the participant materials, but you also have to create materials for yourself—or for another trainer, if applicable. Always keep your purpose in mind. Don't get carried away by including everything you know about a particular subject. It is also a good idea to have someone who is unfamiliar with the topic take a look at the materials to determine whether they are understandable and user-friendly.

Participant Materials

When creating participant materials, whether paper-based or computer-based, remember what you know about adult learners. First and foremost, keep in mind that you are dealing with a sophisticated audience with high expectations of the trainer, the course content, the methods used, and the materials they receive. The materials should be high quality, easy to read, and visually appealing. Also provide ample space on handouts and workbooks for participants to take notes. Workbook materials should be presented in “chunks” so that the participants can quickly and easily digest the information. To make participant materials even more useful and meaningful, include specific work-related examples. Create memory aids (called mnemonic devices) such as rhymes, acronyms, or pegging (associating words with images) to help people remember lists or important points. Create models or flow charts to present processes and procedures. Use the checklist (Exhibit 6.3) to ensure that your materials are easy to understand and use.

Trainer Materials

Trainer materials include the detailed instructional plan; master copies of the slides and participant materials; background reading; and copies of the leader's guides for videos, games, and other activities. In some cases, you may want to include an actual “script” that would tell the person who delivers the training exactly what to say. This may be necessary if someone other than the designer/developer is going to conduct the training session. My personal philosophy and approach is that you prescribe what the trainer is to address or cover, but the actual wording is left to the trainer.

The amount of detail in the trainer's guide depends on several factors:

  • Who is going to use it
  • The experience level of the trainer(s)
  • The budget
  • Amount of detail required by the key decision maker

Regardless of how elaborate the finished product needs to be, it should contain these basic components:

  • Table of contents
  • Introductory material providing background information
  • Presentation guide that includes facilitation tips
  • Instructional plan
  • Master copies of handouts, participant workbook, slides
  • List of materials
  • Resources

Before you complete the instructional plan, study and select from the many active training methods presented in Chapter 7 to help you create a training program that achieves the results you want.

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