Professional Documents
Culture Documents
Komal S Patel
Post University
PROJECT MANAGEMENT PLAN 2
Problem Statement
Many corporate environments and different work places need to train and teach not only
new employees but seasoned employees of all different educational grounds and tech savviness
on business practices, new elements to their jobs, and for on-boarding. Keeping those adult
learners engaged in the learning is an issue. Without the learners being properly engaged in the
learning it can lead to errors, customer complaints, and disciplinary action for the employee, ...
adult learners need to be actively engaged in learning, have predetermined motivation for
engaging in the learning... (McDonough, 2014, p. 10). Gamification studies have shown great
promise with student engagement. Dominguez et al (2013), and Lee and Hammer (2011) state
that Gamification has many cognitive, emotional, and social benefits (as cited in Turan, Avinc,
Kara & Goktas, 2016, p. 64). By introducing gamification and gaming elements to education for
adult learners, this could be a solution to getting adult learners engaged in training.
Learners
The population for this project are 3 customer service representatives (CSRs). Their
responsibilities include assisting customers with placing orders, general inquiries via phone, and
email. The majority of the job involves phone support, and making orders. With upgrades taking
place to software systems for both orders, and queries, getting all the CSRs up to speed and
functioning at their expected service-level agreement(SLA). Two of the learners are not very
tech savvy and the new software being delivered are fully online e-commerce portals. The third
is a brand new person to the company, needing to learn everything about the company, products,
and business. This involves the CSRs learning an entirely new system for searching for
PROJECT MANAGEMENT PLAN 3
customers, answers, entering and tracking orders. The demographics for the learners are two
baby-boomers who do not always see eye-to-eye with technology, and have a difficult time
adjusting to doing anything new on the computer. The last CSR, is a new person to the company,
who is going to be a millennial and should be able to jump straight into the learning and pick it
up with ease, so the difficult part will be getting up-to-speed on the material for becoming
Learning Objectives
By utilizing Blooms Taxonomy, there are several ways to identify learning objectives.
UNC Charlotte states that Blooms Taxonomy divides the way people learn into three domains.
One of these is the cognitive domain, which emphasizes intellectual outcomes (para. 1). Here
the learning objectives have been created based on this domain. When the training is complete
the learners will have the knowledge to complete their daily operational activities, including
answering customer questions, placing orders, and tracking orders within the new software. The
learners will also be able to meet standards of their service-level agreement, which the number of
orders placed and customer queries answered, by being able to use the new software as
comfortably as the previous order portals. The learners will also be able to know the systems
Timeline
PROJECT MANAGEMENT PLAN 5
References
McDonough, D. (2014). Providing deep learning through active engagement of adult learners in
https://cloud.smartdraw.com/editor.aspx?templateId=c66a0fb9-9bfa-42aa-8eb8-67636b4
dec0e&noro=1.
UNC Charlotte. (2004), Writing Objectives Using Blooms Taxonomy. The Center for Teaching
http://teaching.uncc.edu/best-practice/goals-objectives/writing-objectives.