Course Content
Entrepreneurial Development (Unit 8)
ASRB NET / SRF & Ph.D. Extension Education
Factors determining the selection of training methods:

Here’s a brief overview of the factors determining the selection of training methods:

  1. Training Objectives – The purpose of training (e.g., skill development, knowledge sharing, attitude building) influences the method chosen.
  2. Nature of Content – Technical skills may need practical/lab training, while concepts may be taught through lectures/discussions.
  3. Trainee Characteristics Age, educational background, experience level, and learning style of trainees matter.
  4. Trainer’s Competence Methods depend on the trainer’s ability, expertise, and teaching style.
  5. Resources & Facilities – Availability of time, budget, equipment, and infrastructure.
  6. Group Size Large groups may need lectures; small groups can have workshops, role plays, or case studies.
  7. Time Available – Short duration favors structured lectures/demonstrations; longer programs allow field visits, projects.
  8. Organizational Policy – Institutional norms and training culture.
  9. Learning Environment Physical setting, availability of labs, farms, or field conditions.
  10. Expected Outcomes – Immediate application (hands-on training) vs. long-term development (seminars, projects).

In short: objectives, trainees, trainers, resources, time, and outcomes are the key deciding factors.

 

Methods of Training
  1. Lecture Method
  • Definition: A formal verbal presentation of organized information by a single speaker on a pre-assigned subject.
  • Features:
    • Passive role of audience.
    • Normal pace: ~160 words per minute.
    • Trainer–Trainee ratio is maximum (large audience possible).
    • Discussion after lecture = Forum.
    • Handout: Printed sheet given before/after lecture for quick communication.
  • Advantages:
    • Covers large content in less time.
    • Cost-effective for large groups.
    • Easy to organize.
  • Limitations:
    • Limited audience interaction.
    • Learners are passive.
    • Retention rate is low unless supplemented with discussion/activities.

 

  1. Group Discussion
  • Definition: Exchange of ideas and thoughts by two or more people on a selected topic.
  • Purpose: Encourages critical thinking, communication skills, and multiple perspectives.
  • Advantages:
    • Promotes active participation.
    • Develops analytical and communication skills.
  • Limitations:
    • May go off-topic.
    • Dominance by strong personalities may suppress others.

 

  1. Seminar
  • Definition: A meeting where a particular subject is discussed in depth, often guided by experts.
  • Features:
    • Pooling expertise of professionals.
    • Logical sequence of discussion.
    • One or two plenary sessions.
    • More formal than group discussion.
  • Advantages:
    • In-depth knowledge sharing.
    • Interaction with experts.
  • Limitations:
    • Time-consuming.
    • Requires resource persons.

 

  1. Workshop
  • Definition: A cooperative gathering where participants learn by doing under expert supervision.
  • Features:
    • Hands-on learning.
    • Practical skill application.
  • Advantages:
    • High participation and retention.
    • Skills directly practiced.
  • Limitations:
    • Needs resources, time, and equipment.
    • Smaller groups only.

 

  1. Symposium
  • Definition: Meeting where participants present short prepared papers on a given topic. Each speaker covers a different phase of the topic.
  • Features:
    • Each presentation is time-bound.
    • Covers different angles of a broad subject.
  • Advantages:
    • Comprehensive understanding.
    • Multiple expert perspectives.
  • Limitations:
    • Limited audience interaction.
    • Risk of repetition or overlap.

 

  1. Syndicate Method
  • Definition: Small study group (6–8 members) with a chairman and secretary, working on a specific problem and preparing recommendations.
  • Advantages:
    • Encourages teamwork.
    • Develops leadership and problem-solving skills.
  • Limitations:
    • Time-intensive.
    • Requires coordination and commitment.

 

  1. Panel Discussion
  • Definition: A group of 3–4 experts discuss a topic in front of trainees, usually moderated.
  • Advantages:
    • Multi-expert insights.
    • Interactive and engaging for audience.
  • Limitations:
    • Limited depth if time is short.
    • Risk of conflicting opinions without resolution.

 

  1. Colloquium
  • Definition: A modified version of panel discussion, where 3–4 resource persons discuss a specific topic.
  • Feature: More interactive than panel, allows questions from the audience.
  • Advantage: Deep discussion from multiple experts.
  • Limitation: Limited number of participants involved directly.

 

  1. Brainstorming
  • Definition: A creative group problem-solving technique.
  • Origin: USA.
  • Trainer–Trainee Ratio: Minimum.
  • Stages:
    • Green Stage: Free flow of ideas without judgment.
    • Red Stage: Analysis and selection of best solutions.
  • Principles:
  1. Suspended Judgment – no criticism until the end.
  2. Free Wheel – all ideas welcome.
  3. Wild Catch – even crazy ideas are encouraged.
  4. Cross-fertilization – build on others’ ideas.
  • Advantage: Generates multiple solutions, encourages creativity.
  • Limitation: Requires skilled facilitation, risk of irrelevant ideas.

 

  1. Case Study
  • Definition: Presentation of a real/fictional problem situation for participants to analyze, discuss, and decide solutions.
  • Purpose: Develops analytical, problem-solving, and decision-making skills.
  • Advantage: Realistic learning.
  • Limitation: Time-consuming, requires critical thinking ability.

 

  1. Buzz Session (Phillips 66 / Huddler System)
  • Definition: Large group broken into small sub-groups (usually 6 persons discussing for 6 minutes).
  • Feature: Derived from honeybee “buzzing” analogy.
  • Advantage: Promotes quick participation, useful for large audiences.
  • Limitation: Superficial discussions due to limited time.

 

  1. Conference
  • Definition: A gathering of representatives from organizations/departments to discuss issues of common interest.
  • Output: Recommendations for policy making.
  • Advantage: Multi-stakeholder dialogue.
  • Limitation: Implementation of recommendations is often delayed.

 

  1. Committee
  • Definition: A small appointed/elected group assigned to a task that the larger group cannot efficiently perform.
  • Advantage: Specialized problem-solving.
  • Limitation: Slow decision-making.

 

14 . Sensitivity Training (T-group / Laboratory Training)

  • Definition: Training method to provide insight into one’s behavior and sensitivity toward others.
  • Also Known As: Controlled Experience Method, Laboratory Training, T-group, Encounter Group.
  • Duration: 5–10 days.
  • Objective: Improve interpersonal and behavioral skills.
  • Advantage: Improves empathy, teamwork.
  • Limitation: May cause discomfort due to personal exposure.

 

  1. Simulation Method
  • Definition: Learning by imitating a real-life situation where consequences are not real, but the experience feels real.
  • Forms:
    • Role Playing – Participants act out roles to understand behavior (self-generated data).
    • In-Basket Exercise – Transitional stage between theory & practice (decision-making tasks).
    • Behavior Simulation Games – Competitive exercises under defined rules.
  • Structured Experiences (Pfeiffer & Bailew, 5 Stages):
  1. Experiencing (Doing)
  2. Publishing (Sharing reactions)
  3. Processing (Discussion)
  4. Generalizing (Relating to real-world)
  5. Applying (Action planning)
  • Examples:
    • Ring Toss Exercise (Kurt Lewin) → Risk-taking behavior.
    • Broken Square (Pfeiffer & Jones) → Collaboration & competition.
    • Tower Building (Rosen & D’Andrade) → Achievement motivation.

 

  1. Programmed Learning (Programmed Instruction)
  • Popularized by: B. F. Skinner.
  • Definition: Self-teaching method where trainee goes through a sequence of steps toward predetermined objectives.
  • Features:
    • Based on behaviorist learning theory.
    • Immediate feedback.
    • Individualized pace of learning.
  • Advantage: Self-paced, error-free learning.
  • Limitation: Lack of flexibility and interaction.
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