EDICIÓN N° 3 / JUNIO 2006
 
 
Ponemos la metodología, experiencia y planteamientos de clase mundial
del Dr. Roger Schank, fundador de Socratic Arts, a disposición de las
organizaciones latinoamericanas.
 

FRANKENSTEIN ENTRE NOSOTROS
Javier Martínez Aldanondo,
Gerente División Gestión del Conocimiento de Catenaria
jmartinez@catenaria.cl

 

Hace algunos años escribí un artículo http://www.educaweb.com/esp/servicios/monografico
/recursoshumanos/1271440.asp tratando de dar respuesta a esta pregunta: ¿Qué trayectoria formativa debería seguir la persona que quiere trabajar en el sector de los RRHH?
Mi planteamiento era simple ¿Tiene sentido que exista una "trayectoria formativa" para trabajar en RRHH? Si así fuese ¿Por qué no es suficiente con los 5 años de universidad?.
Preguntando a los profesionales del sector sobre las competencias necesarias y el "perfil recomendable", estas fueron algunas coincidencias:

· No es imprescindible estudiar psicología para desempeñarse en RRHH (muchas de las personas que trabajan en RRHH provienen de otras carreras).

· Las competencias necesarias no se adquieren en un aula sino en la práctica diaria y a lo largo de muchos años.

· Todo parecido entre la carrera de Psicología y el trabajo de un profesional de los RRHH es pura coincidencia.

Casi todos los títulos universitarios se corresponden, en teoría y según su nombre, con perfiles profesionales. Sin embargo, ¿En que se parece una carrera universitaria con el trabajo que luego se va a desempeñar? Prácticamente en nada. Yo estudié Derecho para ser abogado (profesión casuística por excelencia). ¿Cuántos de mis profesores eran abogados en ejercicio? Casi ninguno.

La mejor manera de aprender lo necesario para trabajar en el sector de RRHH es situar a los alumnos en los roles que desempeñan dichos profesionales (responsable de formación de un organismo público, consultor jefe de proyectos de una ONG, responsable de selección de personal de un gabinete de selección de personal, director de RRHH de una empresa …) y que son los que el alumno aspira a alcanzar en su vida cuando acceda al mercado laboral. En un programa de aprendizaje de esta naturaleza, los alumnos, que pueden trabajar individualmente o en grupos, reciben información detallada sobre la empresa ficticia en que trabajan y detalles específicos sobre los proyectos concretos que deben enfrentar (por ejemplo introducir un sistema de Evaluación del Desempeño, reorganizar el organigrama funcional tras una fusión entre 2 empresas, diseñar la Universidad Corporativa, etc.).
En el desempeño de ese rol, el alumno se verá enfrentado a las situaciones habituales que forman parte del trabajo diario y tendrá que tomar las decisiones adecuadas para resolver los problemas planteados y, ojala, cometer los errores más habituales en esos casos. Durante ese proceso el alumno trata de alcanzar su objetivo, un objetivo que le importa y le interesa a él porque se parece mucho a la realidad que le espera. Para ello necesita aprender las habilidades/conocimientos/actitudes y desarrollar las competencias imprescindibles para realizar exitosamente las tareas. Durante ese programa de aprendizaje, recibirá ayuda de sus tutores/profesores, tendrán acceso a contenidos, aprenderá de y con sus compañeros, utilizará la tecnología, etc.

Compárenlo con la propuesta que ofrecen los Master en RRHH de cualquier escuela de negocios, por renombrada que sea. Comprobarán que consiste en una sucesión aleatoria de asignaturas que en nada se parecen al trabajo y que además se presentan desconectadas unas de otras. La vida no son asignaturas y aprender no equivale a consumir un potpurrí de contenidos y obtener un título.

Dos conclusiones obvias:
1. Lo que se enseña en la universidad no tiene demasiada relación con lo que luego el alumno hará en su carrera profesional.
2. La manera en que se enseña en la universidad (y por extensión en el colegio) no tiene nada que ver con la manera en que aprenden las personas.

PD: En el newsletter anterior hice una apuesta retórica. La gané.

 
 
GAMES PEOPLE PLAY
Roger Schank, CEO Socratic Arts
roger@socraticarts.com
 

I really don't know why e-learning is such a faddish field. I guess the less actual content a field has, the more it relies on the latest and greatest idea that everyone must suddenly subscribe to. The idea of the year seems to be teaching by the use of games. So, naturally, I found myself thinking about games.

I am not much of a video game person but my son did come by with a violent video game a few years ago and I admit I got hooked for a time. It was great fun to smash other cars off the road with your truck and try to escape from the police. I learned many important and useful things. I learned how to fire a missile and how to go on a crime mission and how to beat up an opponent. I learned important heuristics like:

If you try to steal a police car from the driver's side you will be arrested but if you go to the passenger's side first the policeman will exit the car and then you can go around the opposite side and steal the car.

When you are driving real fast and your car flips over you must run as fast as you can away from the car because it will explode.

When my son gave me a second rather similar game, I figured that I could apply what I had learned in the first one to the new game. Now obviously, the heuristics above only applied to the first game but, he pointed out, some heuristics apply to all of these types of games. For example, in these games:

Your character will take a pummeling for a while but you can protect yourself by watching the bar that measures your life force. There is always something (like a pill) that you can find or take that will replenish your life force.

There is always a place where you can get some instructions that will help you get to the next level of the game.

There are always weapons to be picked up or stolen in each game.

So are these games learning experiences? Yes, they are. What do we learn? We learn heuristics that help us win the game. Do these heuristics carry over to real life? That is, of course, the only question about games that should interest the training community.

I'll bet you think I am going to say you can learn nothing of value from these games. But, wait. I actually built one of the first learning games for business. It was built about 1990 and was called HRM (Human Resources Manager.) In that game you got to run the human resources department of a company over a five year period and had to make decisions about personnel. You hired and fired people and the consequences of your decisions played out over the long term. You could bankrupt the company with bad hiring and firing decisions (for example by not retaining an employee who was capable of helping a competitor.) The company would do well if you made the right moves.

HRM was a pretty good game for its time. There were no fancy graphics or sim characters, but it did make you think about some issues in human resources. So, the question is: what did students who played this game actually learn?

I can tell you what I was hoping they would learn. I hoped they would come to understand that there were real issues that HR people had to deal with that could potentially have serious impact on the bottom line of a company. The students playing HRM were newly hired consultants for Andersen Consulting and the idea was that as consultants they would need to understand the role that HR played in a company. How did HRM contribute to their understanding? My answer was simple: through the important HR stories.

I can tell you good HR stories but why would you care to listen to them? You need to want to hear them to get much out of them. The whole intent of the game was to put students in a situation that caused them to want to listen to experts saying what they thought was the right or wrong thing to do in a given situation. The game created the situation, the student made a move, bad things happened, and then a story was told. Or, the students asked for help and a story was told. Story receptivity was the point of the game.

The point was not - I repeat - was not - that the student would learn to win the game, although surely some were better players than others. A compressed five year period never happens in real life. Our students were never going to experience life the way it unfolded in our game. We knew this of course. We were not intending to produce VPs of HR any more than my son's game is intended to produce criminals. The game was just a backdrop for the stories. (I am not sure what violent video games are the backdrop for. I worry about this sometimes.)

To relate this to modern day simulations and games in the training world - a game can really only teach how to win the game. It cannot teach how to do real world things unless one is really doing those real world things in the game (like preparing a report or making a presentation.) Making decisions in a game is really not much like decisions in real life. In real life there are real consequences. Shooting at the police is an easy decision to make in a video game.

So there are two reasons and only two reasons to use games in training.

1- If the game actually reflects reality, that is, if the experiences in it are almost identical to real life experiences, then it is worthwhile. Anything less will teach only game playing skills.

2- If the game sets up situations in which one can learn from the ideas being entertained. In order for this to happen, ideas must be discussed, and the story format is the best way to do this.

Beware of games that mostly teach how to win the game. They won't harm anybody but they won't do much good either.

 
 
 

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