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Studies vary drastically on this subject. Anywhere from "on the fly" to 600 hours of development to one hour of training for high-end, high-fidelity simulations.
I think the key things to optimize development are: What (really) do you need to train- not all of it, but the core? What will truly be used/effective to get the desired performance? What resources do you have to build the asset determined? David Glow dglow@tampabay.rr.com |
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I think a good question to ask is how much time do you have to get it done? And, are you meeting a deadline given by your boss or a client? (Company)
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I agree with Nero. The answer is simple - it all depends on the competency of the person putting together the course. It's a pay-me-now-pay-me-later thing. A highly competent employee can do it on the fly. Otherwise, expect to pay through the nose with time, money, and tons of frustration of everyone involved. |
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Hi,
you might find some information on brandonhall.com i did some reserach myself, I can send it across to you. |
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Offering another voice to say "it depends." It depends on the developer, the scope, the stakeholders, how much supporting information is needed, how much of what needs to be learned is in flux vs. how much is fairly static, etc. etc. etc....
I've developed 3 week courses in 3 days...and then on another project it took 3 weeks to develop a one day. There is no magic number. Negotiate sufficient time for analysis so that you can estimate how long you will need. If they want it done in a certain time frame, then you need to pull out the good old triangle of dependencies -- Time, Resources, Money If you want it done in less time, you usually need more resources and money. If you want it done cheaper, you'll need more time because you wont be able to afford the resources. (And so on...) Bottom line -- they can't have their cake and eat it too. |
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