Final Report: ESPORT Demonstration Project Evaluation Patrick J. Fahy, Ph.D. Lead Evaluator patf@athabascau.ca Jason P. Fahy, B.Sc. Evaluator P. Fahy Consulting Edmonton, Alberta 780-465-5183 20 November 2006 P. Fahy Consulting, Edmonton ii Table of contents Table of contents ........................................................................................................................... ii List of Tables .................................................................................................................................iv List of Figures ................................................................................................................................ v Project background and overview .............................................................................................. 1 Reporting history ...................................................................................................................... 1 Project partners.......................................................................................................................... 3 Evaluation process ........................................................................................................................ 9 The participatory action research (PAR) model ................................................................... 9 Role of the evaluators ............................................................................................................. 11 Scope of the evaluation .......................................................................................................... 12 Occasional Reports.................................................................................................................. 12 Overall chronology of the project ............................................................................................. 13 Project evolution ......................................................................................................................... 16 Program outcomes ...................................................................................................................... 21 Cape Breton.............................................................................................................................. 22 ACCESS sites, Vancouver ...................................................................................................... 25 Aboriginal Futures and Metis Employment Services, Alberta ......................................... 27 Saskatchewan Penitentiary, Prince Albert (non-project)................................................... 30 John Howard Society, Ottawa (non-project) ....................................................................... 32 Youth Employment Resources (YER) Association, Ottawa (non-project) ...................... 37 MOSAIC, ISS, and SUCCESS, Vancouver ........................................................................... 41 SERCO – Happy Valley-Goose Bay, Labrador ................................................................... 53 Virtual community...................................................................................................................... 58 Background .............................................................................................................................. 58 Helpdesk and related activities ............................................................................................. 60 Learning materials and server changes: technical support ................................................... 61 Server changes ......................................................................................................................... 65 ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton iii General technical observations ............................................................................................. 66 Overall outcomes ........................................................................................................................ 67 Client engagement and completion ..................................................................................... 67 Use of specific ESPORT elements ......................................................................................... 72 Participant adoption and users’ views of ESPORT ............................................................ 79 Requirements for successful use of ESPORT ...................................................................... 89 Conclusions .................................................................................................................................. 94 Summary ................................................................................................................................ 107 REFERENCES ............................................................................................................................ 110 ATTACHMENT 1 ..................................................................................................................... 113 Dates and titles of Occasional Reports ............................................................................... 113 ATTACHMENT 2 ..................................................................................................................... 114 Estimated time commitments.............................................................................................. 114 ATTACHMENT 3 ..................................................................................................................... 115 Log-in Help Cards – Supplemental Training Materials .................................................. 115 ATTACHMENT 4 ..................................................................................................................... 118 Tracking tool .......................................................................................................................... 118 ATTACHMENT 5 ..................................................................................................................... 119 ESPORT usage by site........................................................................................................... 119 ATTACHMENT 6 ..................................................................................................................... 126 Client Feedback Questionnaire ........................................................................................... 126 ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton iv List of Tables Table 1: Chronology of major project events ............................................................ 13 Table 2: Total clients by province, to September 2006 ............................................. 70 Table 3: Total ESPORT sites, by province (September 2006) .................................. 71 Table 4: Most Frequently included careers in all clients’ portfolios ........................ 72 Table 5: Careers most often included in clients’ learning plans ............................... 73 Table 6: Most commonly viewed (selected) careers ................................................. 74 Table 7: Most frequently occurring client-generated search terms ........................ 74 Table 8: Client activity levels in ESPORT elements (August 2006) ........................ 75 Table 9: ESPORT usage by project site (as of August 31, 2006) .............................. 76 Table 10: Total project facilitators trained, by geographic location ....................... 77 Table 11: The experience of using ESPORT as perceived by clients. ..................... 84 Table 12: The usefulness of ESPORT as perceived by clients. ................................ 85 Table 13: List of date and titles of Occasional Reports ............................................. 113 ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton v List of Figures Figure 1: Skills summary analysis .............................................................................. 63 Figure 2: Growth in clients, project commencement to end of 2005 (year 1). ...... 69 Figure 3: Growth in client (student) usage of ESPORT, 2006 (year 2). ................... 70 Figure 4: Aboriginal Futures, Calgary – ESPORT usage ........................................ 119 Figure 5: ACCESS, Vancouver – ESPORT usage ..................................................... 120 Figure 6: Cape Breton (total seven sites, including TEC) – ESPORT usage ......... 120 Figure 7: ISS, Vancouver – ESPORT usage ............................................................... 121 Figure 8: John Howard Society, Ottawa – ESPORT usage ..................................... 121 Figure 9: Metis Society, Calgary – ESPORT usage .................................................. 122 Figure 10: MOSAIC, Vancouver – ESPORT usage .................................................. 123 Figure 11: Newfoundland-Labrador Federation of Labour (SERCO) – ESPORT usage .............................................................................................................................. 123 Figure 12: Sask Pen, Prince Albert – ESPORT usage............................................... 124 Figure 13: SUCCESS, Vancouver – ESPORT usage ................................................. 124 Figure 14: TEC, Cape Breton – ESPORT usage ........................................................ 125 Figure 15: Youth Employment Resources, Ottawa – ESPORT usage ................... 125 ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 1 DRAFT Final Report: ESPORT Project Evaluation Patrick J. Fahy, Ph.D. Lead Evaluator Jason P. Fahy, B.Sc. Evaluator P. Fahy Consulting, Edmonton 780-465-5183 November 17, 2006 Project background and overview Reporting history This is the final report of the ESPORT project. Two interim reports were produced, in July 2005, and February 2006 (Fahy, 2005, 2006). A full description of the project’s origins and rationale, including an explanation for the evaluation methodology, is contained in the first report (all reports are available from the project manager; it is recommended that readers wishing a full account of the project review the interim reports, as some data and instruments used in the project are described in them, but are not restated here). The following is a brief summary of pertinent background information contained in the interim reports. The ESPORT (Essential Skills Portfolio; initially, ESCORT) project formally commenced on October 17, 2004. The purpose of the project was described as follows: The ESPORT Demonstration Project will evaluate, enhance, and promote an Internetdelivered, computer mediated process designed to assist low-literate adults in ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 2 choosing, qualifying for, and obtaining entry-level employment consistent with their interests and abilities. The project targets two of the groups identified in Knowledge Matters [http://www11.sdc.gc.ca/sl-ca/home.shtml] as sources of workers for the knowledge economy: youth and Aboriginal people, and a third group – displaced workers. (“Report to Advisors,” November 7, 2004). The project was originally designed to be conducted in four phases, over the period October 2004 to August 2006 (the project was originally to conclude in summer, 2006); the reasons for the extension to the project, consisting of opportunities for use of ESPORT in promising programs, are described more fully in this report. Participating programs, through funding provided by Human Resources and Skills Development Canada (HRSDC), and the Aboriginal Human Resource Development Council of Canada (AHRDCC), were initially located in Cape Breton, Newfoundland, and in selected aboriginal communities in the West (Calgary, Vancouver). (As described below, other sites commenced use of ESPORT during this period, and were included in the project, as they provided opportunities for additional relevant evaluation experiences. Also, some non-project sites are referenced in this evaluation, where information was deemed relevant and consistent with that from the designated project sites. Where non-project sites are referenced, they are identified, and a brief program description is provided.) The sites included in this report, and the number of clients represented in each (shown in parentheses, as of the end of September 2006), are as follows (see Attachment 5 for graphs of enrolment growth patterns): 1. Aboriginal Futures Career and Training Centre, Calgary, Alberta (19) 2. ACCESS, Surrey, British Columbia (37) 3. Cape Breton Educational Consortium, Cape Breton, Nova Scotia: 4. BEO (2) 5. NWEO (5) 6. The Employment Centre (TEC) (43) 7. YMCAs (Glace Bay, Sydney) (3) 8. ISSBC, Vancouver, British Columbia (59) 9. John Howard Society, Ottawa, Ontario (62) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 3 10. Metis Nation of Calgary, Calgary Metis Education Society, Calgary, Alberta (10) 11. MOSAIC, Vancouver, British Columbia (39) 12. Newfoundland-Labrador Federation of Labour, Happy Valley-Goose Bay and St. John’s, Newfoundland (19) 13. Saskatchewan Penitentiary, Prince Albert, Saskatchewan (105) 14. SUCCESS, Vancouver, British Columbia (58) 15. Youth Employment Resource Centre, Ottawa, Ontario (5) The project was originally intended to consist of four phases. The extension of the project primarily lengthened Phases 2 and 3: Phase 1 (October 2004 to March 2005): Concept refinement and project development Phase 2 (October 2004 to April 2005): Preparation for implementation Phase 3 (October 2004 to May 2006): Project implementation Phase 4 (June 2005 to May 2006): Reporting and dissemination of results An extension of the project to August 2006 was authorized in late 2005, allowing sites that were delayed in commencing operations, and new sites identified after the project was announced, to be included in the evaluation. Project partners The project consisted of partners in planning and funding, and partners providing facilitators and clients (“Report to Advisors,” 2004). ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 4 Planning, funding partners. The parties collaborating in planning and funding the project comprised: Cummins EP Consulting, Inc. (CEP), Patrick Cummins, president. (Project manager.) PLATO Learning (Canada), Inc., Grant Bishop, general manager. TVLT New Media Language, Inc., Rob McBride, president. (Technical and public relations services.) P. Fahy Consulting (PFC), Patrick J. Fahy, PhD, president and project lead evaluator, and Jason Fahy, evaluator. Wallace Educational Research and Consulting, Mark Wallace, principal consultant. (Communications services.) Activoweb, Peter Merritt, principal consultant. (Database and systems services.) Human Resources and Skills Development Canada. (HRSDC provided staff to oversee the project, and to the agency on the Advisory Committee.) Programming partners. Programming partners were sites whose clients were deemed likely to benefit from ESPORT’s components. Participation was generally based on the following understanding of ESPORT services available, and offered by the program: Evaluation, enhancement, and promotion of Internet-delivered, computermediated process that assists low-literate adults to qualify for and obtain entrylevel employment consistent with their individual interests and abilities. (Logical Framework Analysis) Each programming partner provided training opportunities for their facilitators, who then provided clients with guided access to ESPORT and to evaluation processes. The participating programs were housed in centres where occupational guidance or training programs were delivered to clients (these were called local delivery agencies [LDAs], in project planning documents). The original project identified the following programming partners (from the Proposal Template for Proponents [HRP 1.1.1]) each of which would provide LDAs for the actual delivery of ESPORT to clients: ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 5 The Aboriginal Human Resource Development Council Of Canada (AHRDCC). Working through strategic public and private sector partnerships, AHRDCC develops innovative employment solutions for Aboriginal people, with a mission to promote full participation of Aboriginal people in Canadian labour markets. Through partnerships with corporate, educational, government, and aboriginal leaders, the Council pioneers ways to increase skills and training opportunities for Aboriginal people in Canada. The Cape Breton Education Consortium. This is an umbrella group that represents employment service providers in the former industrial Cape Breton region. It is composed of the North Side Economic Development Assistance Corporation, the Glace Bay and Sidney YMCAs, and the Horizon Achievement Centre. These organizations are funded jointly by HRDC and the Nova Scotia Department of Community Services, to provide employment counseling services and/or employment readiness services to individuals facing multiple barriers to employment. The Newfoundland and Labrador Federation of Labor (NLFL). This is the main umbrella organization for the labor movement in Newfoundland and Labrador, with a mandate to promote the interests of its affiliates, to generally advance the economic and social welfare of both unionized and non-unionized workers, and to advocate on behalf of workers and the general public areas such as economic development, social programs, equality, and human rights. The NLFL represents approximately 50,000 workers in 25 affiliated unions across Newfoundland and Labrador, in both the public and private sectors. The chief site for NLFL activity was the SERCO-managed operation at Canadian Forces Base 5 Wing, Goose Bay, Labrador. An amendment to the project, with costs jointly shared by CEP Consulting and the funding agency, was approved in late 2005, allowing recruitment of a coordinator for distance delivery in Happy Valley-Goose Bay. The coordinator was hired in spring 2006, and implementation in these sites commenced in mid2006 (i.e., relatively late in the project timeframe). ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 6 ACCESS group, Surrey, BC. Consisting of facilitators and staff from the Aboriginal Connections to Employment (ACE), the ACCESS Centre, Kla-how-eya Employment Services (KES), and the Native Education Centre (NEC), programming commenced in this group with training at the Kla-how-eya Centre, July 26 to 28, 2005,. All sites had to be re-trained in December 2005, due to turnover among staff. Ottawa John Howard Society. This site commenced with training on November 9, 2005. Initial training was on ESPORT only. An innovation in the training initiated at this site was to include clients (students) in the training along with facilitators, so that the training would be specific to the needs and preferences of individuals, and to assure that at least one student was active in the program when the facilitator returned to his or her home program. Aboriginal Futures Career and Training Centre, Calgary. Training was conducted afternoons during the period January 16 to 17, 2006, for four staff facilitators. Trainee facilitators were invited to include clients in the training, but declined for various reasons. Metis Employment Services, Region 3, Calgary. This site was trained mornings during January 16 and 17, 2006. Like Aboriginal Futures, above, these facilitators, though offered the opportunity, declined to include their clients in the training process. Youth Employment Resources, Ottawa. On February 10, 2006, six facilitators were trained at this site. The clientele were at-risk youth. Information on their response to the training is provided later in this report. SUCCESS, ISS, MOSAIC, Vancouver. These three sites, serving an immigrant population in the greater Vancouver and Burnaby areas, were trained on ESPORT during the first week of June 2006, and on PLATO the week of June 12. Newfoundland Labrador Federation of Labour (NLFL). Facilitators and company representatives were trained at the SERCO site in Happy Valley-Goose Bay, Labrador, in May 2006. Regular use of ESPORT was scheduled to commence ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 7 at SERCO in summer 2006, at this site, and at the NLFL site in St. John’s shortly after that. The Advisory Group. The ESPORT Advisory Group (AG) comprised representatives of the programming, planning, funding agencies, and evaluation bodies. Representatives were sufficiently knowledgeable about and interested in the project to provide, in some detail, review of and guidance on project decisions and outcomes. These individuals were called upon to advise and support the ESPORT project during its development, and to receive, reflect upon, and respond to the reports and briefings provided. The core members of this group at its inception in 2004 were (“Report to Advisors,” 2004): Brigid Hayes – Director, Labour, Canadian Labour and Business Centre, Ottawa. Bonnie Kennedy – Executive Director, Canadian Association for Prior Learning Assessment, Ottawa. Craig Hall – Director of Corporate Strategy, Aboriginal Human Resource Development Council of Canada (AHRDCC). Annette Huton - Program Analyst, Skills Information, Human Resources Partnerships, Human Investment Programs, Human Resources Development Skills Development Canada, Ottawa. (Ms. Huton left HRSDC, and the Advisory Group, in fall 2005.) Other advisors who served on the Advisory Group included: Patrick Cummins, project manager. Trina Maher, Manager, Aboriginal Skills and Learning, AHRDCC, Ottawa representing Craig Hall. Colleen Meloche, HRSDC, Ottawa. Suha Taissi, Policy Advisor, HRSDC, Ottawa. Patrick J. Fahy, lead evaluator, author of this report, President, P. Fahy Consulting, and Mona Materi, Ingenia Consulting. (Jason P. Fahy, evaluator, P. Fahy Consulting, joined the project in mid-2005.). Originally, four meetings of the Advisory Group were planned. The first, in Ottawa, November 9, 2004, was held prior to project implementation, and looked particularly at the evaluation and communication plans. The second, during implementation (December 12, ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 8 2005, in Ottawa), considered early results of the evaluation. Other consultations, by phone or by other electronic means, were held as required in relation to significant findings, emerging questions or opportunities, or at the request of the Advisory Group itself (see Table 1). The role of the Advisory Group was described as follows in the project’s Evaluation Plan: The AG will be the initial source of guidance on the evaluation plan for this project. As part of the face-to-face meeting with the Advisory Group, work will begin on core elements of the Evaluation Framework, including development or review of such evaluation components as the following: Persons to be involved. Schedule of key events. Philosophy guiding the project and the evaluation (proposed is PAR). Specific objectives of the project and the evaluation. Observation and data-gathering processes, and data to be gathered. Communication plan, methods, and schedule. Reflection and (re)planning processes. Reports to be produced; vetting and dissemination process. At the meeting of the Advisory Group in November 2004, the above role description was discussed and endorsed by the AG. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 9 Evaluation process The participatory action research (PAR) model The evaluation of the project was based upon principles of participatory action research (PAR), described as follows (“Evaluation proposal: ESPORT Demonstration Project, Draft 5,” 2004): PAR is a method of research where creating a positive social change is the predominant driving force. PAR grew out of social and educational research and exists today as one of the few research methods which embraces principles of participation and reflection, and empowerment and emancipation of groups seeking to improve their social situation. (Seymour-Rolls & Hughes, 1998) In PAR evaluations, the focus is on production of results useful to the participants in making better decisions about possible action. Meaningfulness and usefulness are the crucial criteria for judging PAR results; participants must be able to understand and use evaluation findings. Through reflection and dialogue, and the opportunity to think and talk about the results, everyone interested and concerned should have the opportunity to understand what ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 10 is being discovered, and to express their views about the implications and significance of findings. The purpose of the evaluation was to assure that the project’s lessons were understood in a collaborative fashion, and that the project would learn and benefit from its discoveries. An iterative process of observation, reflection, planning, and action was used to give all participants input into project development and implementation. Data collection and analysis principles. Various methods of collecting evaluation data were employed in the project, based on core PAR principles: Anyone asked to participate in any evaluation activity could decline to participate, or could withdraw from any activity, at any time, without explanation, and without prejudice to their ongoing involvement. Those wishing to remove themselves and/or their input from the study could do so at any time. Any identifiable information collected during the evaluation process was kept confidential, available only to the evaluators and, in redacted form, to the project managers. No one who participated in the project was identified in any report or publication, unless they expressly agree or requested to be identified. All information generated or data used during the evaluation was to be kept secure during the project, and is to be finally destroyed (or archived in redacted form, if sponsors require it) six years after project end. The principal data-gathering methods and strategies used in the evaluation included the following: On-site or online interviews. Whenever feasible, the evaluators made timely visits to sites, to observe personally training events and to meet with and interview directly as many participants as possible. The evaluators also conducted interviews using various technologies (telephone, computer conferencing), or posted messages, surveys, or questions to participants singly or in groups electronically. The evaluators explained their intentions regarding any information generated by any of these methods. Questionnaires, opinionnaires. These surveys were administered in various forms, including face-to-face or electronic. Participants were asked to express their opinions, ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 11 or describe their views or experiences, using these instruments. Surveys were completed by an interviewer taking down the subject’s comments, or by the subject directly. At least one open-ended question permitted respondents to comment on any aspect of the project. (All instruments were critiqued and pilot-tested by project participants, prior to use.) Direct observations. Those involved in the project used visits as opportunities to observe activities at learning centres. Observations of interest were forwarded to the evaluators. Records (system-generated and paper-based). Program records of client activity, and personal, work-related, and academic histories, were accessed as available. Confidentiality was respected in acquiring these data, and was maintained in any secondary use (Medical Research Council of Canada, 2003); any reports that resulted preserved the confidentiality of participants. Document analysis. The evaluators used reports, data, and documents that added useful information to the evaluation. Before any documents were used, names and other identifying information were removed, and any identifying information retained in the reports was kept anonymous. Role of the evaluators The evaluators were involved in various of tasks during the project, including: Helping to identify and contact those who should be included in the evaluation. Explaining the evaluation to those involved or interested in the project. Assisting participants to express their views and articulate their suggestions about various questions the project was attempting to address. Helping participants to communicate with each other, and monitoring the overall interaction process. Summarizing the results of discussions for participants, and asking them to clarify or comment on any questions arising from the ongoing discussions and planning. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 12 Monitoring progress toward answering important project questions; writing reports to summarize results regarding the project’s important questions. Reporting the findings and conclusions reached by the project, and helping to make various identified stakeholders aware of the project’s results. Consulting with project managers and the Advisory Group regarding evaluation results and their implications for project planning and direction. The overall goal of the evaluation was to help the participants to achieve their various goals for the project. The PAR model regards all participants as “researchers,” each playing a key role in the evaluation process, “including, but not limited to, [producing] information relevant to making decisions, judgments, comparisons, or goal attainment assessments” (Patton, 1975). All participants were asked to help make the evaluation successful (Masters, 1995). The evaluators’ role was described as supporting the participants, especially in communications, data gathering and analysis, reflection on and consideration of results, recordkeeping and monitoring, and reporting and dissemination of results. Scope of the evaluation The questions initially identified for the evaluation, presented in the First Interim Report (pp. 15 – 17), defined but did not necessarily limit the scope of the evaluation, as follows: Participants: backgrounds, characteristics, histories, goals and objectives, barriers, views of the program. Programs: enrolment, programming, counseling, and employment histories; relation of history to the ESPORT project. Technology: used, success/adaptations, impact on the program. Outcomes: sustainability, adaptation to ESPORT, community and learning impacts. Occasional Reports In order to help the project’s management to monitor adoption and progress of the project, and to respond in a timely manner, occasional reports were provided from time to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 13 time based on data, perceived opportunities, or conditions of concern observed as part of the evaluation process. A total of 24 occasional reports were produced over the course of the project (each is shown chronologically in Table 1, below, and a full list is provided in Attachment 1). Occasional reports were intended to brief project managers and others (participants in general, partners, members of the AG, funders, technical support staff) on situations or events considered significant for planning, administration, or the evaluation, requiring direct intervention or attention, or meriting further reflection, monitoring, or examination. The occasional reports were also intended to assist participants in documenting their observations, in keeping with the intention of the principles of the PAR evaluation model. Occasional reports were submitted to and regularly discussed with the project manager. (Some of the observations or findings that were included in these reports may also have been included in other evaluation documents; if so, confidentiality was maintained regarding sources.) Overall chronology of the project Table 1 shows the major events of the project, and related evaluation processes employed. Table 1: Chronology of major project events Date, location Event October 17, 2004 Contract signed, project officially commences. November 2 Evaluation plan, version 1. November 9; Ottawa Advisory Committee meeting. December Version 1, evaluation Framework. January 18 – 21, 2005 Workshop, Cape Breton LDAs. January 24 Check-in questionnaire, by e-mail, to Cape Breton group. February 4 - CMC conference announced on Alphanet. - Occasional Report #1: Readiness follow-up, Cape Breton trainees. February 7 (week) Software problems cause delay implementation; some sites wary. February 9 Sydney group advised that Manager Employment Delivery Support, Employment Programs, Halifax should be contacted re project. February 14 Proposal for expansion to Corrections Services Canada (CSC), Saskatchewan Penitentiary, Prince Albert, submitted. [Note: ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton February 22 February 28 March 1 March 2 March 3 March 18 April 8 April 20 April 22 April 27 May 17 May 18 June 8 – 9 June 21 July July 5, 2005 July 7 July 8 July 27 – 29 August 12 August 31 September 19 October 4 October 7 October 20 October 24 October 26 October 31 November 9 November 15 November 16 November 16 ESPORT Demonstration Project – Final Report 14 this proposal was not subsequently approved. Despite the fact that CSC is not part of the project, data from this site may be included here, for comparative and descriptive purposes.] Occasional Report #2: Activity update – Cape Breton sites. Report from Sydney (NEDAC) of a problem for students migrating from ESPORT testing (questionnaire and quizzes) to PLATO exercises. Response from S. Kimner. E-mail from T. Clahane re work on NEDAC migration problem; promised solution or plan for one by March 4.. Estimates submitted for addition of four sites: London, Ont. (80 clients); Vancouver Immigrant Services (60), SUCCESS (60), and MOSAIC (60). CSC advises it will not proceed with the project as proposed (see note, Feb. 14). Occasional Report #3: Comments, C. MacLellan. Occasional Report #4: ESPORT usage levels, Cape Breton. Suggestion by Steven Kimner of further training for Cape Breton sites. Cape Breton training scheduled by S. Kimner for June 8 – 9. ESPORT Team meeting, Ottawa. Occasional Report #5: ESPORT usage levels, Cape Breton. Interim Report #1 (draft) submitted for input. Cape Breton re-training session; Stephen Kimner. Occasional Report #6: ESPORT usage levels, Cape Breton. Preliminary Interim Report #1 (this document) released. First ESPORT newsletter. Dates for ACCESS training set (July 27 – 29). Occasional Report #7: Conversation with C. MacLellan – 1. Training, ACCESS program, Vancouver. Training conducted by DEP Consulting. Occasional Report #8: Conversation with C. MacLellan – 2. Occasional Report #9: Readiness survey, Sydney [Cape Breton] trainees. Occasional Report #10: Activity levels, all sites. Occasional Report #11: ACCESS facilitator phone survey. Amendment to demonstration project agreement signed by Minister. Occasional Report #12: Activity levels, all sites. Spell-checker added to portfolio builder. Note from project manager to Clahane, Bishop, re problems in Sydney accessing PLATO materials; request for meeting. Planning for John Howard Society, Ottawa, training and evaluation. Training, John Howard Society, Hire Power group, Ottawa. Question from Cape Breton (C. MacLellan) re suspension of Canadian PLATO operations; referred to project manager. Readiness questionnaire sent to Hire Power group, John Howard Society, Ottawa. Training, John Howard Society, literacy group, Ottawa. 20 Nov 2006 P. Fahy Consulting, Edmonton November 17 November 22 November 27 November 28 December 2, 5, 6 December 6 December 7 December 12 January 16-17, 2006 January 18 – 27 January 30 February 2 February 8 February 10 February 15 February 23 February 24 March 3 March 6 March 20 – 24 March 27 March 29 April 4 April 17 April 26 May 3 May 15-16 May 18-19 June 7 June 12-13 June 14 – 16 June 19 June 21 July 6 ESPORT Demonstration Project – Final Report 15 ESPORT announces (Newsletter) that PLATO (Canada) has closed its offices. Readiness questionnaire sent to literacy group, John Howard Society, Ottawa. Occasional Report #13; Client follow-up proposal. TEC authorized to upgrade RAM at CEP expense. Retraining of ACCESS facilitators, Vancouver, due to staff turnover. Meeting, London, WIL program. Cut-off for Facilitator and Client Surveys. Meeting, Vancouver, with SUCCESS programs. Advisory committee meeting, Ottawa. Training, evaluator site visit, Calgary: Metis Employment Services, Region 3, and Aboriginal Futures Career and Training Centre sites. Survey, student completion problem. Occasional Report #14 – Calgary training follow-up report. Draft Interim Report #2 submitted. (Occasional Report #15: Conversation with M. Wright, Saskatchewan Penitentiary. Training, Youth Employment Resources, Ottawa. Occasional Report #16: Conversation with Fran, Youth Employment Services, Ottawa. Facilitator Log-in Help card available (see Attachment 10). Occasional Report #17: “A step approach to allocating time and resources to ESPORT.” Interim Report #2 submitted. Occasional Report #18: Readiness report – Youth Employment Services Centre Computers arrived and installed, MNA and Aboriginal Futures. Training, Newfoundland – Labrador Federation of Labour (at SEDCO site, Goose Bay). Occasional Report #19: Records update Visit to Saskatchewan Penitentiary, Prince Albert. Occasional Report #20: ESPORT at Saskatchewan Penitentiary Occasional Report #21: Activity update, all sites Teleconference – planning of SUCCESS-MOSAIC training. Upgrades to ESPORT; some “glitches” experienced. SUCCESS, MOSAIC, and ISS training, Vancouver. SERCO training, Happy Valley – Goose Bay, Labrador. Survey: essentials for success; Occasional Report #22: Essentials for success with ESPORT Evaluator visit to ISS, MOSAIC, SUCCESS, Vancouver PLATO training, new Vancouver sites. Preliminary report provided Agency update – Ottawa; Occasional Report #23: Readiness report – SERCO (NLFL) and Vancouver trainees Site phone interviews: “student outcomes” 20 Nov 2006 P. Fahy Consulting, Edmonton July 11 July 17 – 25 July 25 August 9 August 18 August 21 August 31 September 11 September 18 – 30 October 5 October 11 October 15 November 20 16 Occasional Report #24: Phone Interviews – ISS and SUCCESS Program Coordinators “Leaving” questionnaire reviewed and critiqued by selected programs “Leaving” questionnaire distributed to all programs Online records reviewed Follow-up phone interview, W. Reid, JHS, Ottawa. Follow-up phone interviews, C. MacLellan, TEC, Cape Breton, and B. Bellerose, SUCCESS, B.C. Evaluator visit to John Howard Society program, Ottawa Job Club commences at ISS, Vancouver Telephone interviews with site administrators for final report CSC approves installation of ESPORT in all western Canadian federal penitentiaries Draft final report to Advisory Committee Presentation at CAPLA conference, Fredericton Final report provided to project manager Project evolution As shown in Table 1, the project evolved and changed somewhat over time. The original intention to focus on programs in Vancouver, Newfoundland-Labrador, and Alberta broadened as other programs expressed interest. In summary, the project evolved as follows: Initial experiences with seven sites in Cape Breton showed the importance of trainees immediately applying their new ESPORT training. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 17 Early experiences showed that, to be successful, programs must accept that ESPORT would require some changes to their usual counseling practices, especially in having facilitators/counselors spend the required time with clients. Experience also showed that some program personnel appeared to regard ESPORT as applicable to all clients, regardless of clients’ personal backgrounds. The evaluation showed that the focus of ESPORT on entry-level employment for clients with low levels of academic preparation, but perhaps with considerable work experience, was not recognized by some programs. Some technical problems arose, causing interruptions to clients’ ESPORT access. These interruptions were sometimes due to local issues (hardware, communications), and sometimes to failures at the ESPORT end of the system. Efforts were made promptly to isolate these problems, understand their origins, and address them: for example, as noted in Table 1, CEP joined with HRSDC and programs to provide hardware upgrades in Cape Breton (November 2005) and at the Saskatchewan Penitentiary (2005). Nevertheless, it was plain from the reactions of some that adoption of ESPORT by certain programs was negatively affected by technical issues and failures. Evaluation follow-up concluded that facilitators left the ESPORT training generally enthusiastic about ESPORT, but not necessarily with the functional skills needed to use the program effectively. This condition was exacerbated if, as noted above, facilitators did not immediately use ESPORT with clients in their home programs. Conclusions reached about the character of training were consistent with adult learning theory; namely, that trainees should be trained on actual problems, should be prepared to work with specific individuals immediately upon returning to their programs, should be trained only in the specific skills and knowledge they might immediately use, and should receive individually appropriate amounts of instruction and practice to assure mastery of and comfort with the required skills and knowledge (Bloom, 1976). A final change affecting training was the decision that CEP Consulting would provide all ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 18 future ESPORT training, including development and maintenance of a print Facilitator’s Guide and other facilitator helps (see Attachment 3). Also based on early findings, efforts were commenced to develop a community of practice (CoP) for facilitators. The purpose of the CoP was to provide encouragement, information, concrete assistance, answers to questions, and opportunities to exchange “best practices” in relation to ESPORT. The CoP was to be online, accessed asynchronously (though with the option for synchronous interaction, if warranted and wanted, using VoIP technologies [i.e., Elluminate]). The ESPORT Newsletter (first published in July 2005), and the AG meeting of April 2005, in Ottawa, had this focus. Five objectives were set for participants in the CoP: o Greater understanding of the whole project, not just one’s own role. o Less need to use the project manager as the sole conduit for information, when it might be more efficient to communicate directly with team members. o More opportunities for synergy through increased project awareness and increased interpersonal contact. o Chance to work towards the development of a corporate identity/vision. o By encouraging the individuality and feedback of all ESPORT members, development of a greater sense of ownership and pride in the project and its products. The sites in Calgary (Metis Association of Alberta, Aboriginal Futures) were delayed in commencing their involvement in the project. (These two sites were eventually trained in January 2006, although their computers and other essential equipment were not delivered to them until March 2006, seriously incurring the problems already experienced in relation to loss of training skills and enthusiasm among facilitators.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 19 While the above useful learning was occurring regarding how ESPORT should be introduced to new users, and how training should be conducted and supported, the project in March 2005 considered adding sites in Ottawa and Vancouver. The rationale was that these sites (John Howard Society, Ottawa, and SUCCESS and MOSAIC, Vancouver, respectively) served clients whose needs matched well the potentials of ESPORT, and the purposes of the demonstration project. Negotiations commenced to bring these sites into the project; they eventually joined the project in November 2005 (John Howard) and May 2006 (SUCCESS, MOSAIC, ISSBC). Experiments with training (and retraining, in the case of sites in Cape Breton and Vancouver) showed that facilitators might absorb more from the training, and retain it better, if they were accompanied to the training by one of their actual program clients. It became standard practice thereafter for project trainers to invite facilitators to bring a client with them to the training, though this was resisted by some programs (trainers observed that some facilitators seemed uncomfortable having their clients see them in the role of learner). ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 20 While not a formal part of the evaluation project, the site at the Saskatchewan Penitentiary, Prince Albert (Sask Pen), quickly began providing important information about ESPORT with that clientele. A proposal was made to Corrections Services Canada (CSC) to include Sask Pen in the project, but this proposal was rejected in March 2005. Nevertheless, the decision was made to incorporate data from Sask Pen as it related to the project’s goals, since the facilitators there were very enthusiastic, skilled, and concerned to pass on their suggestions and insights. (CEP Consulting bore the technical costs of Sask Pen participation.) The Newfoundland Labrador Federation of Labour (NLFL), like the Calgary Metis and Aboriginal sites, was intended to commence the project in 2005. Due mainly to issues of coordination, training at this site did not occur until March and May 2006. The SUCCESS, ISS, and MOSAIC sites, Vancouver, though late additions to the project, proved to be enthusiastic users of ESPORT (see usage data, Attachment 5, Figures 7, 10, and 13). These programs, all in the greater Vancouver area, commenced use of ESPORT with training in June 2006. The focus of programming was career exploration and job search for English as a Second Language (ESL) immigrant clients, using a case management (individualized assessment and referral) approach. ESPORT’s purpose in these programs was to assist case mangers and other helpers, as well as the clients themselves, to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 21 consider all aspects of the clients’ work and life experience, toward finding productive employment in Canada. The clientele for ESPORT at these sites was often well trained and highly experienced, and so differed from typical entrylevel job seekers. The challenge was to adapt ESPORT to interventions in existing programs, so that clients (all of whom voluntarily chose to use ESPORT) would gain maximum benefits from all available resources, including present program counseling and advising. This was the first use of ESPORT in the project with a predominantly English as a Second Language (ESL) population. Program outcomes This project was a demonstration project, designed to test ESPORT’s capabilities with a variety of clientele, and to determine conditions and resources needed to maximize its impact. Over the course of the project, varying conditions were observed. The decision was made that, wherever relevant experience could be usefully monitored, the evaluation would do so, whether the program was actually a part of the original project or not. Wherever nonproject sites were included in the analysis of ESPORT results, this is noted in the following discussion. (It is the evaluators’ view that findings are not dependent upon project status; that is, the findings observed relate to ESPORT’s general features and capabilities, and are not artifacts of any program’s project or non-project status.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 22 Cape Breton From the time of the initial training (January 18 – 21, 2005), use of ESPORT in Cape Breton was low, except for The Entrepreneurial Centre (TEC), where use with various clients was consistent. Several Occasional Reports chronicled activity levels, but it was report #12 (October 20, 2005) that resulted in the identification of several factors that discouraged usage of ESPORT in some of the Cape Breton sites: The interface between ESPORT and PLATO was initially viewed as not friendly enough, especially for facilitators who had not been able to apply their new skills by using the system with clients immediately after returning from training. (It was suspected that some reported “technical problems” were actually instances of staff being unable to remember how to use the system, due to a lack of practice following training. The fact that this problem virtually disappeared as the project proceeded, and that ESPORT used successfully by TEC staff throughout the project, added support to this analysis.) CHOICES, a career counseling tool familiar to facilitators in these sites, was more attractive in some situations, because it was seen as simpler, was already in place, ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 23 and was familiar to facilitators and administrators. CHOICES was regarded by some as a sufficient computer-based resource. A time-lag between client enrolment and access to ESPORT occurred early in the project (early 2005, immediately following training). This lag prevented clients from entering and using ESPORT immediately after registration. Facilitators were not advised of the reason for the lag, and were not able to advise clients of how long they would have to wait before accessing the system, with consequent negative impact on motivation. (This was an example of the technical issues that occasionally, but seriously, affected early results. Again, this problem disappeared when technical adjustments were made, but by then damage had been done to the interest and motivation of some facilitators and clients in Cape Breton.) Other observations about ESPORT (and PLATO) usage in Cape Breton were recorded over the course of the project. ESPORT and PLATO were initially tied to one another; use of one entailed use of the other, with ESPORT preceding PLATO. (PLATO was usually used in the training plan phase of the portfolio development process, to address academic skills deficiencies detected in the self-assessment.) ESPORT was usually used immediately, to assess client literacy skills and academic functioning, as well as stability, motivation, and commitment to the program. Based on these results, the facilitator made an initial assessment of how well the client would be able to work alone, or how much monitoring and assistance would be needed. (From 1.5 to 2.5 hours was usually required for this initial assessment.) If clients were below a grade 4-5 level, the facilitator would expect to have to sit with them throughout their use of ESPORT; if higher, they could work alone; if at the grade 10-12 level, they would probably be too highfunctioning for ESPORT, and would find the entry-level recommendations of ESPORT below their expectations. PLATO was introduced later, for clients who wanted and needed essential skills upgrading, and whose learning plans indicated a good match with PLATO contents. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 24 Later in the project, efforts were made (with minor success only) to involve some clients in PLATO’s GED preparation materials. The TEC program coordinator felt this part of the PLATO curriculum could be a useful resource, especially accessed remotely (i.e., from home). (The PLATO program available at TEC was on a LAN, and had not been upgraded in several years. Internet-based PLATO is always the current version of all courses). Overall, the TEC program concluded that PLATO could be a useful adjunct to ESPORT, for those clients who were interested in working on their academic skills, and who were capable of working relatively independently. (The role of PLATO in clients’ ESPORT programs was still an open question by the end of the evaluation. Uses of PLATO for academic accreditation, especially GED [grade 12 equivalent] , and preparation for employment were both potentially possible. As noted above, and elsewhere in this report, facilitators and program managers saw the potential of both in PLATO, and some clients made effective use of the PLATO system. But as the focus of the evaluation was on ESPORT, a careful assessment of PLATO’s role and impact was beyond the scope of the evaluation.) Despite the difficulties described above, TEC continued throughout the evaluation project to make regular use of both ESPORT, and to supply feedback and suggestions for improvement to procedures, contents, and technologies. This site was also creative in applying the system to new client groups, such as students of the local high school, enrolled in the Physical Active Living (PAL) program. PAL students were given access from the high school and from home. Initial users were grade 10 level, given the option of trying ESPORT and, if they judged it useful, continuing use. Approximately ten students used the system in this way by the end of the program (initial use was from the TEC Centre, with remote access available for those who wished to continue.) Based on their observations, the PAL teacher at the high school, and the coordinator at TEC (who was familiar with the PAL program) were of the opinion that ESPORT was appropriate to the career introduction needs of these students, though this type of ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 25 programming (with clients of this age level and background) was outside the scope of the Centre. In summary, regarding Cape Breton, the TEC program used ESPORT consistently throughout the evaluation, made some creative uses of the system in order to test its potential with a variety of clients, and expressed (through the director, who was also a trained facilitator) a desire to retain ESPORT after conclusion of the project. The Centre had persisted through its early technical and training issues, arriving at a point where it had found ways of using ESPORT profitably, for specific assessment purposes and with selected clients, and concluding that it wished to continue use of ESPORT (and PLATO). The other six Cape Breton sites had not integrated ESPORT into their operations successfully, for various reasons, and had failed to adopt it. As the Cape Breton region was the first to be trained and launched into the demonstration project, its experiences were very revealing to project managers about the importance of initial experiences and support. Lessons from this region were applied subsequently in the project. ACCESS sites, Vancouver Three sites were trained July 27 – 29, 2005, as part of the ACCESS initiative. The three sites were Aboriginal Connections to Employment (ACE), Kla-how-eya Employment Services (KES), and the Native Education Centre (NEC). A total of eleven facilitators and administrators were eligible for training; six actually took the full three days of training, and all participated in the follow-up readiness survey. (Due to slow adoption and staff turnover in the program, further facilitator training was provided in fall 2005; see Table 1.) The facilitator readiness survey was conducted within a week of completion of the training (Occasional Report #9), to determine how well prepared trainee facilitators felt they were to use ESPORT. In their remarks, facilitators who responded to the readiness questionnaire made comments that were revealing of their outlook toward ESPORT. Three of the six mentioned that lack of time had reduced their use of ESPORT immediately after training. Two others made recommendations about the system: one mentioned that the language/reading levels of some parts of the program could be too challenging for some clients; another suggested that program administrators should “provide a push so that we ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 26 can get started soon after training, so we don't lose our knowledge”; and a third wondered whether clients would be able to separate specific occupations used as examples in ESPORT, from their own actual career interests and expectations. (This last point refers to the fact that ESPORT uses examples, such as babysitting, which many clients have experience with, to illustrate potential job skills that clients might possess from their previous work experiences. ESPORT explains that “A babysitter interacts with several people at once and takes into account their individual needs…,” to cue the client to the generic skill contained in this specific example of work experience. One facilitator voiced her concern: “In their mind, they may think, ‘I don’t want to be a babysitter.’ Although it may sound silly, this is really how some of our clients may take it.”) By the end of the project, usage at the ACCESS sites remained relatively low (see Table 9, and Attachment 5, Figure 5). Furthermore, growth in client usage virtually ceased after April 2006 (between April 17 and August 16, 2006, no students were added, and no further portfolios were completed). A discussion with the project manager revealed that the project had decided to use another essential skills instrument (Test of Workplace Essential Skills, TOWES; http://www.towes.com/, rather than ESPORT). TOWES was regarded by the ACCESS programs as providing more accurate and thorough academic and employmentrelated information, including insights about clients’ readiness for training, since it uses skill tests rather than the self-assessments ESPORT uses. The fact that TOWES was paper-based, and therefore did not require or assume computer-literacy on the part of users (including facilitators), was regarded as an advantage for this clientele. The issue of time also remained critical in these programs. Employment counselors were not able easily to act as ESPORT facilitators, due to their caseloads, and to the program’s pattern of individual counseling. Group approaches, which might have allowed counselors to work with ESPORT with cohorts of clients, were briefly tried but did not prove popular either with clients or facilitators. These programs, in summary, were oriented to providing their clients with assessments and referrals to training or further counseling, not to necessarily delivery of extended and intensive counseling and advising, as regularly demanded by ESPORT. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 27 Of note was the interest of the ACCESS programs in PLATO. In an interview near the end of the program, the coordinator commented that PLATO appeared to be compatible with TOWES, and that his programs were exploring the feasibility of adding PLATO as an essential skills instructional resource. A representative of Service Canada who was familiar with these programs confirmed that PLATO was regarded as a “fantastic” resource for this clientele. (Assistance and training in PLATO, and in TOWES, were obtained from Douglas College, which was credited with doing an excellent job of training users. The college’s training included background in the concept of essential skills, resulting in greater interest among ACCESS program staff in the concept, and encouraging ownership of innovations to address clients’ needs in the area of essential skills preparation.) Aboriginal Futures and Metis Employment Services, Alberta In January 2006, two Calgary-based organizations, Aboriginal Futures Career and Training Centre, and Metis Employment Services, were trained and commenced ESPORT operations. As shown in Table 9, usage levels were modest (a total of 29 clients registered, and 12 portfolios completed, by the end of August 2006). Some indications of potential problems for these two sites were noted at the time of training, when the following points were raised with the evaluator and the project manager by the trainees and program administrators: The time commitment for clients and facilitators appeared significant. These programs were not used to spending extensive time with clients: the 8 – 15 hours required by ESPORT were far outside the norm. In addition to time, clients would need quiet and privacy to work through all the elements of ESPORT thoroughly. Again, these programs were not accustomed to providing a semi-private treatment environment for clients. The training had presented a large amount of information, which would need to be absorbed and digested by staff before they would feel truly comfortable with the ESPORT system. A problem existed immediately after training, in that computers for ESPORT, which has been ordered previously, had not arrived, and existing hardware in the program was too heavily used to permit allocation to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 28 ESPORT. The required hardware did not arrive until more than six weeks after training was completed. Consequently, facilitators in these programs lost ESPORT momentum and skills. The ESPORT materials caused issues for some of the facilitators, for various reasons: o Some typos were found in the materials. o Some facilitators felt the materials would be more useful if they were printed out. For these, it became important to produce or acquire print versions of the materials, before using them with clients. o The ESPORT print diagram in the training materials no longer matched the diagram of activity on the ESPORT screen. Some facilitators were troubled by this disjunction. Clients still needed the assistance of the facilitator to polish their résumés, and prepare for interviews. (The fact that this apparently surprised the facilitators suggested that they had not understood their role in relation to this aspect of ESPORT.) Facilitators had to spend time with clients when none of the jobs generated by ESPORT match clients’ expectations or interests. (Again, this expectation of ESPORT facilitators is addressed in training, and is not a rarity or an exception.) At the time of completion of training there were also positive comments about ESPORT’s potential, as follows: Facilitators felt the format of the ESPORT résumés made them stand out well, and would positively distinguish them from other applicants. The self-assessment process was viewed as demonstrating to clients any skills and relevant experience for future employment they might already possess. (Facilitators commented that often the discovery by clients that they already had transferable employments was a surprise to them, and was motivating.) ESPORT was seen as a systematic career planning tool, with good potential to help clients identify their interests and skills, and to help program facilitators provide effective advice. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 29 The ESPORT materials paralleled the Alberta ALIS (Alberta Learning Information Service; http://www.alis.gov.ab.ca/main.asp) materials, which were already familiar to the facilitators and in use in their centres. The ESPORT experience proved to be positive and motivating for clients who used it. Facilitators were concerned that clients not have yet another negative experience, or encounter more proof of their deficiencies. ESPORT appeared to emphasize and demonstrate the positive in each client’s background. Facilitators found it positive that ESPORT was an integrated “package,” accessible over the Web, so that motivated and able clients could work on their own, over time, even when facilitators were not present. Facilitators felt ESPORT might be more friendly and useful for low-level clients than CHOICES, or some of the other materials currently in use. (ESPORT could allow counselors to keep and continue to advise clients they formerly had to refer elsewhere, due to lack of suitable materials.) (Compare this view of CHOICES and ESPORT with that of the Cape Breton sites, above.) At the time of their training, one facilitator commented that, “As familiarity increases, potential usefulness also increases; further experience with ESPORT would be needed to truly test it.” Unfortunately, further testing of ESPORT was not evident by these sites over the rest of the project. After computers finally arrived for ESPORT, and were installed the week of March 6, one of the facilitators wrote the following assessment of initial experiences: We have introduced [ESPORT] to a few people, however they are finding it just too much for them and they’re not starting it out. I think we’ve had one successful person actually begin it, but … we believe she didn’t complete it. So, I think it’s a little bit of a challenge for us… but as I’ve spoke with [the director], he did say he informed [the ESPORT project manager] that [it] would be a challenge for us. But we’re going to keep going for it and we’re going to keep trying. And again our biggest issue with clients, the ones I’m working with, is in fact that it is a lot of reading and a lot of time to sit down and start and complete it. And that’s the biggest feedback I have. So, we’ll keep going for it and working with the program with clients. [emphasis supplied] ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 30 One suggestion made to these programs at that time, to reduce the perception of the time required for ESPORT, was to ask clients to commit to small steps, rather than the whole ESPORT process. (Attachment 2 shows estimates of required time, and an approach to time management.) Saskatchewan Penitentiary, Prince Albert (non-project) The Saskatchewan Penitentiary (Sask Pen) was not initially an official part of the ESPORT demonstration project, but was included when interest was shown by Corrections Services Canada (CSC), and qualified clients and facilitators were identified at the penitentiary site. Costs of this implementation were shared between CSC and CEP Consulting, Inc. (Sask Pen used only ESPORT, not PLATO, to make the implementation easier to establish and support, and in the interest of simplifying training. Another innovation for this site, for security purposes, was LAN-based, as opposed to Internet-based, access to ESPORT.) Initially, the Sask Pen implementation experienced the following: Only one of the initial trainees eventually served as a facilitator, in the latter half of the project. Technical problems arose in the initial local area network (LAN) hosting ESPORT. (Eventually, this required replacement of the server, at CEP expense; see below.) Other hardware problems required the building and installation of a second server. Regional CSC technical staff were very supportive throughout the project. There was some minor initial adjustments to ESPORT, as an innovation, on the part of education staff and Sask Pen senior officials. (These adjustment were no more, in the view of the project staff at Sask Pen, than would be expected in any innovative pilot project). Once problems were resolved, the experience at the Penitentiary became very positive, and the site provided much useful feedback on ESPORT as a tool for helping clients reflect on and understand the character of their work experiences. The major points made by users in this corrections setting included the following: ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 31 Inmate clients require facilitator presence and guidance, some throughout the ESPORT process. Inmates frequently discount or fail to appreciate the occupational significance of their previous employment and life experiences. A role of the facilitator is to help inmates accurately assess their backgrounds and prospects. The facilitator working with a client using ESPORT requires patience; a nonthreatening environment of trust enhances the system’s positive effects, and the impact of the helper. The ESPORT résumé appears to be quite acceptable to industry; however, inmates should appreciate that an applicant lacking expected credentials, especially a high school diploma, may be less likely to get an interview, even with a positive résumé. Client experience and familiarity with computers is helpful, although not necessary to the success of ESPORT with the client. As noted elsewhere, the role of the facilitator may, in some cases, include keyboarding for the client. General literacy levels and motivation are important in determining the outcomes with ESPORT. Information generated by ESPORT can aid the counseling process. The résumé is very helpful in clarifying assumptions and detailing the client’s employment and skill-training history. These documents can be used by others working with the inmate (parole and program officials). Facilitators reported that, with ESPORT, goal setting was often more realistic, and skills (or skill deficits) were clearer and better linked to occupational goals. As shown in Table 9 and Figures 4 to 15 (Attachment 5), ESPORT usage at Sask Pen exceeded usage at any other single site by a significant margin. Usefulness of ESPORT in inmates’ correctional program planning, and the recognition accorded the presence of ESPORT involvement by parole officials, were partially credited for this success. Overall, Sask Pen facilitators rated their experience with ESPORT as “very positive.” The decision by CSC, in October 2006, to extend ESPORT availability to other western CSC sites may be viewed as further corroboration of the value of ESPORT in this environment. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 32 John Howard Society, Ottawa (non-project) The John Howard Society (JHS) site, like the Saskatchewan Penitentiary, was not an official part of the original ESPORT demonstration project. The project commenced with two training groups, the employment-focused group (Hire Power; trained November 9, 2005), and the literacy group (trained November 16, 2005). The Hire Power trainees consisted of nine persons, including two clients, and a student intern; the literacy training group also consisted of nine, including four facilitators and five clients. As the project proceeded, all records were aggregated in the Hire Power group, even though ESPORT was managed and delivered administratively through the literacy program. Commencing in March 2006, a trained ESPORT “lead tutor” (facilitator), hired by CEP Consulting, spent time at the JHS site, initially one and later two days per week. Her task was to work directly with clients on ESPORT, to provide on-site leadership and assistance to other facilitators in relation to ESPORT, and to try new things: she experimented with the various process and components of ESPORT, attempting to learn how the system worked best in this program with this clientele. As noted earlier, an innovation in training for this group was the inclusion of clients (students) in the training sessions, accompanying their facilitators (instructors). The clients and facilitators proceeded through the training together, solving problems collaboratively as part of the training process. As elsewhere, PLATO was not initially introduced with ESPORT, to permit greater focus in the training; PLATO was introduced later. The Hire Power program directed referrals to ESPORT after conducting an initial assessment of each client, consisting of up to six hours of contact. At the end of that time, if the Hire Power counselor felt ESPORT might be useful the client was referred to the literacy program. Generally, Hire Power clients were functioning at higher levels personally, had more employment experience, and possessed higher literacy skills; however, if they had needs that could be met by ESPORT, in the judgment of the counselor, they were offered this option. In the literacy program, after the ESPORT lead tutor was hired, the decision was made by the JHS program administrator that all new clients would be registered in ESPORT as a routine part of their JHS program. This decision, the administrator reported, was due to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 33 the value and impact seen in ESPORT, especially the Interest Inventory and the Self-assessment. The lead tutor used her judgment about what elements of ESPORT to offer to the clients, and worked closely with them as they worked their way through the system. By the end of the project, PLATO was “a hit,” according to the onsite ESPORT lead tutor. By this time, PLATO typically was offered to clients after they had completed the ESPORT self-assessment and interest inventory. As this was a literacy program, and clients had come to gain literacy skills, and PLATO was seen as the means of addressing this goal, alongside tutoring by volunteers. Because the volunteer literacy tutors were often not primarily employment-oriented in their literacy tutoring, the ESPORT lead tutor found it necessary to urge tutors to discuss employment questions with their clients. Over time, she reported that several of the tutors became proficient with ESPORT, and consistently worked ESPORT into their clients’ programs. Part of this process involved taking the ESPORT-generated résumé as a Word file, and using it for instruction on writing expression and processes. In this way, literacy and occupational objectives were addressed together. As part of evaluation of the training, JHS trainees were asked to describe their goals for the training session, and for ESPORT. Responses showed that facilitators were curious about computer-based training, and interested to see whether such training could be of value to their clients. Administrators were concerned with costs and impacts, including potential workload and training demand effects of the program on their facilitators and clients. They also speculated about whether the presence of ESPORT would increase enrolments. Clients tended to be pragmatic, wondering whether ESPORT would give them any concrete advantages in seeking employment or further training. Clients also expressed some concerns about their computer skills. For most clients, the conclusion was reached at JHS that ESPORT was a potentially useful part of their program, a logical accompaniment to their developing literacy skills, and workable by volunteer tutors – with the available assistance of the ESPORT lead tutor. (More is said about the importance of facilitator leadership and skill with ESPORT, in the section of this report entitled “Criteria for success with ESPORT.” As already suggested, the central importance of the facilitator, and the role of the innovation champion, were major ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 34 findings of the study; Rogers, 1983.) One of the advantages seen in ESPORT was the opportunity that working with the system provided to the tutors to discuss (and model) the “soft skills” of employment – the attitudes and behaviours that indicate the person has maturity, interpersonal, and communications skills, as well as technical ones. (The program administrator and the lead tutor both saw this role as central in facilitation of ESPORT.) Some issues were experienced or foreseen, and early comments suggested that the effects participants expected from ESPORT proved to be an accurate reflection of experience. An administrator commented, “Getting people started is challenging. Introducing people to the first steps. Doing the training in a group is distracting.” A facilitator wrote, “They [clients] will like the Authentic Materials. People have their favourites, but one-stop shopping means this is the best. Other systems are all based on interest. This has everything in place. You don’t have to go to other sites. Great time saver. Information is at your fingertips.” A client commented: “Great. One-stop shopping. Gender friendly, age friendly. Gives great suggestions that you wouldn’t think of. Résumé gives ideas.” Another client said: “A lot easier for me to compare life experience. It’s right there in front of me. A lot easier because of this.” The literacy group, as would be expected, had specific comments about the reading demands made by ESPORT. The goals and objectives of this group included the following: To learn how to use ESPORT in order to help clients achieve the best benefits for finding a job, etc. To understand how ESPORT will enhance the organizational and work-related skills of clients. How can clients use ESPORT to their advantage? To learn how the program will teach me how to work the skills to find a job. [Contributed by a literacy client.] To see how ESPORT works and how it is better than other ways of finding a career. To learn how to use ESPORT will be able to benefit clients and aid them in searching for a career with the skills they may already have or be currently learning. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 35 Their comments (on the readiness survey) after training included various suggestions about the training and about ESPORT, were largely positive and insightful; some were incorporated in later training sessions with other programs. (One suggestion, that three 1.5 hour sessions might be better than two 2-hour sessions, as clients [not to say facilitators and trainers] began to get fatigues and restless toward the end, was particularly useful.) Finally, it was concluded that having clients attend the training with their counselor/facilitator was a help to both, and made the training more effective. This options was offered to all subsequent trainees, though, as noted elsewhere, it was not always taken advantage of. The on-site ESPORT lead tutor spent her time initially working with individual clients one-to-one. Gradually, as she received more referrals and questions from other facilitators, indicating interest in learning the program, she began spending more time training other facilitators, and consulting with counselors on clients’ needs in relation to the ESPORT system. Within a short time of ESPORT commencement, PLATO was added. The leadership and expertise of the JHS literacy coordinator became apparent and important at this time, resulting in other coordinators’ increased interest and involvement and, as noted above, the acceptance of PLATO as part of the career-preparation package at JHS. By the end of April 2006, the trainer-facilitator reported that she was receiving steady referrals and questions from JHS staff, and ESPORT and PLATO usage were increasing steadily. She attributed the increasing appreciation of ESPORT and PLATO to the following: Staff were becoming more able to identify appropriate client referrals. The ideal ESPORT client came to be seen as someone who had some work experience, was motivated to seek employment, and whose literacy and academic skill levels, while perhaps low, were functional for purposes of entry-level employment. Clients who aspired to higher than entry-level employment, were functioning at higher academic levels, or who wanted higher levels of training (skill or academic), were less likely to be satisfied with the suggestions ESPORT generated. Clients experienced concrete success with ESPORT, in the form of useful feedback on interests, the portfolio and résumé that were generated, and relevant jobrelated information and advice. Even learning to manage the computer-based, ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 36 online ESPORT system was viewed as an achievement by participants who had little previous technical background. Growing self-esteem as a result of achievement with ESPORT was seen as highly motivating. This was true even where volunteers did the keyboarding for clients. (The ESPORT lead tutor usually asked clients to do their own keyboarding, if they were willing, while she helped with the mechanics of sentence structure and spelling. She thought this approach was rewarding to many clients, although it lengthened, sometimes dramatically, the time required for portfolio development.) Two clients obtained jobs after going through the ESPORT process. Their success in employment was an encouragement for other JHS clients. Some clients, although they were not ready for employment, found the idea becoming more of a reality and more feasible because someone with the same barriers now had a job. By the end of the project, the JHS site had successfully incorporated ESPORT and PLATO into programming for many clients, and all clients were exposed to at least some elements of the system. A core of volunteer tutors had been trained as ESPORT facilitators, able to orient clients and manage the ESPORT system effectively, permitting volunteer literacy tutors to conduct detailed and systematic career discussions with their clients. (Coop students also did some of this, but somewhat less successfully, because of their lower levels of experience and familiarity with ESPORT.) PLATO, as noted, was seen as helping to address literacy as well as employment readiness (essential) academic skills. Given the educational, social, and economic barriers faced by most of these clients, and their highly pragmatic outlook toward programs of all kinds (especially training-oriented ones), the success of ESPORT in convincing at least some to consider (or re-consider) their employment prospects was regarded by program administration and staff as important, and somewhat surprising. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 37 Youth Employment Resources (YER) Association, Ottawa (non-project) This site’s clients were at-risk youth. The site commenced operations with ESPORT after training six facilitators (including one coordinator) on February 10, 2006. A secondary trainer (“coach” was the term he used to describe himself and his colleague) also provided notes on the session. Some of these notes influenced subsequent training, and alerted the primary trainer to issues that needed to be addressed as part of the initial training process (such as confusion over sign-in procedures, and technical problems occurring within the group. The presence of an observer in the training audience was identified as a powerful tool for quality control of training.) Immediately after training comments such as the following were received (on the readiness survey): More time would not have meant more learning. One facilitator said he was going to go home and finish what he had started as a “learner.” Having two [trainers] “coaching” seemed useful. Essential Skills discussion was "fabulous." "Just a great tool!" Client self-confidence - know what's expected - lots of directions. Liked the extra time without client [present]; changed the dynamic [to work alone]. Some other comments related to problems, and resulted in remedial action by the trainer, or alerted project managers to issues in the process or ESPORT itself. Also, this group was asked to comment on their hopes for ESPORT, personal and program-related. The following were the comments and answers received to the question, What do you hope to gain by doing ESPORT? Some of the answers were revealing of facilitators’ and clients’ differing perceptions of ESPORT, and of the own role and prospects: Occupational information. An in-depth understanding of the required skills and tasks for various jobs. Compare client actual skill-sets to job needs. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 38 To help set goals; help clients to gain self-direction and confidence; résumé/cover letter, learning plan; to look at different occupations, to find suitable career options. [From a client] To decide what career is best for me; what suits my interest and experiences. To develop a résumé in relation to the requirements of sectorspecific occupation. Knowledge to assist others in their career choices. Participants were also asked, How will you know if you have been successful? This questions was designed to determine what kinds of data participants were attuned to, and, indirectly, what some of their views regarding evaluation might be. Responses included: Client has a clear understanding of required skills and is then able to manage their expectations and goals. Get the client to log-on and have them get a chance to explore their options; seeing clients do it themselves. Complete all the steps of the program. How interested and engaged I am with using the ESPORT tools. When I build a résumé and submit it for a job opportunity, the response I get with a résumé compared to my previous résumés. Finally, participants were asked about their immediate intentions and expectations, through the questions, What are your next steps? and, What problems do you think you will have? Will utilize it for in-depth skills for varied given occupations. If I have a longterm client, would certainly consider ESPORT for in-depth. Log-on clients; familiarize myself with ESPORT; help them to feel comfortable using ESPORT. Using what I learned from ESPORT and applying this to my job research/search in the local labor market. Time is critical. Limited client time due to amount of paperwork, etc. [This was a familiar worry, as noted elsewhere. Time concerns, and the impact of ESPORT on workloads and program resources, was consistently the greatest concern noted in the evaluation.] ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 39 Dates of employment history, educational history. Essential skills are fabulous to have; however, I would not add them to the résumé myself – I would use skills for interview preparation. Clients might not be motivated. They might need guidance all the time. May have to do computer training for those who are computer illiterate. Intimidation – sometimes there is a lot of information written into one large paragraph – overwhelming to read. Telephone follow-up of the results of training was conducted with some of the facilitators shortly after training was completed, to determine readiness and detect any immediate problems or questions. Comments received at that time, several with direct implications for future training of other sites, and for future support of this one, included the following: The training was highly successful, questions were answered, and everyone appeared to be comfortable and ready to proceed. Those who had used ESPORT prior to the training may have had a small advantage over those using it for the first time, but this was not an issue. The training model was acceptable; however, the individual who used the computer most (the facilitator who was role-playing the client) got more handson practice. Few students had as yet commenced use of the program due to a lack of time, and large amounts of paperwork required of the facilitators. Most clients are referred to the program by employers, who expect rapid processing or turnaround. Time for career exploration with ESPORT may be difficult to find. ESPORT is “fabulous” for managing client expectations: the process of moving through the ESPORT process should help clients develop a more realistic understanding of their skills and experience, in relation to the requirements of employers and careers. Ability to do some academic upgrading on site would be an advantage. [From discussions with participants, it was clear that PLATO was expected to be helpful here.] ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 40 Shortly after, another interview was conducted with facilitators. The following were the comments on ESPORT usage and prospects at this site: The site would like six more of the [instructional and promotional] posters that describe the step-by-step login procedure for ESPORT. These will help the facilitators with management of ESPORT, and might tweak the interest/memories of clients. The program is in flux and undergoing growing pains at the moment. Over the next four weeks there will be more work and no new staff. Staff will spend more time out of the office, promoting the program and working with other agencies. During this period, ESPORT usage would likely be affected, as well as staff availability to participate in the evaluation. Other comments about ESPORT received at this time were by now familiar: facilitators liked the program, and felt it had potential value and should be a routine part of most or many of their clients’ programs. (As an element of the organization's "action plan," ESPORT could be recommended by facilitators at the first program planning meeting with the client.) However, familiarly, it was feared that the time commitment for ESPORT would be unrealistic for many clients. It was particularly noted that it was not realistic to expect counselors to spend two hours in the initial meeting, as was suggested at the training, in order to launch ESPORT; usually, only a few minutes were available for this session. (Facilitators felt a longer time commitment might be realistic for some adults in the program, but that this was much less realistic for the 16 – 24 age group.) Facilitators described their clientele’s lifestyle preferences and other personal characteristics in detail, as these affected their likely suitability for ESPORT. They were described as young and highly networked/other-directed, linked to each other almost constantly by cell phones and PDAs, and generally with a short attention span, making them reluctant to hold to a plan or an extended commitment. Given their expectations and demands, whatever was offered in the program had to be focused and immediate, to gratify or address an immediately felt client need. (In terms of employment, a referral to an immediate job opening was usually what was wanted, rather than an extended career investigation, or, even less, training.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 41 At the same time, YES facilitators felt that some of their clientele would appreciate ESPORT and complete it, if it were offered in a way that minimized time demands, and maximized potential payoffs. Steps or stages of commitment, one or two hours at a time, were seen as worth testing with this clientele (the analysis in Attachment 2 was intended to facilitate this process). They also felt that after the first appointment the client should leave having an ESPORT log-in good for seven days, and a minimal orientation to what to do at the next session, but also with provision for help to be available whenever the client reappeared. (That first ESPORT session was seen as particularly critical, and provisions to make it work were important.) Facilitators at this site emphasized that they had considerable freedom of action in working with their clients, and thus could – and would – develop their own models for implementation of ESPORT. Subsequent activity at the site showed that this generally did not happen, however. MOSAIC, ISS, and SUCCESS, Vancouver These programs had been operating in Vancouver for over 30 years. Their clientele include immigrants and refugees (including victims of social, political, or family violence), at a wide range of functional language and employment-readiness levels. Programs include settlement, career development, employment search, and translation and interpretation services, and capabilities include provision of temporary housing, onsite daycare, and referrals to other agencies and services. Some multilingual services are present within the programs, including first-language counseling. While these programs differ in some of their program and operational details, since they all deal with immigrants, share similar program limitations from their principal funder (HRSDC), and all commenced use of ESPORT at approximately the same time (June 2006), their experiences are discussed together below. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 42 Training. The initial training was regarded as successful at all locations, judging by feedback from the readiness questionnaire. Suggestions and comments from training included: The background on and discussion of essential skills was appreciated. Some facilitators were not aware of HRSDC’s interest in this concept, and globally how essential skills was the term for what was sometimes called academic or vocational upgrading, or employment preparation. Participants commented that the emphasis on essential skills shows that there is room to consider what is essential for each individual, and for this to change as individuals gain experience, familiarity, and comfort with their new country, the language, and its culture. One facilitator commented that this process was an “eye-opener” for many clients. The print materials (training manual) provided were valuable and appreciated; getting these prior to training was especially useful. Provide varied, relevant examples using alternative but understandable language in discussing careers and employment options. Many immigrants have little or no familiarity with Canadian employment standards, practices, or customs. Numerous examples can help illustrate and extend the range of options clients will be aware of and consider. Explain the learning plan in more detail, especially how it is connected with employment. (Immigrants may not understand how careers can evolve with ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 43 further training; in some cultures, training ends when employment begins, and one’s job does not change after that, even in response to experience or skill acquisition.) Identify and explain terminology or vocabulary that may be problematic. Facilitators found some language used in ESPORT to be potentially confusing to non-native speakers of English, because terms were used in a special employment-related context. Some developed their own glossaries of such terms, and it was suggested that sharing these, making them available to programs working with immigrants, might be more efficient. The authentic materials were seen as a very useful resource; it was suggested that more time should be given during training to discussing their use. (The general authenticity of the materials was noted. One facilitator commented that the materials constituted a form of reality check of clients’ employment readiness and expectations, as they reflected what clients would actually encounter in the workplace.) An explanation of PLATO should be included early in the training, so trainees have a “big picture” view of the resources available. The time allotted for training was adequate, but more time might have been made available. Until they actually worked extensively with clients, facilitators and administrators were not really able to predict how much time would be optimum. Use of PowerPoint™ materials to introduce ESPORT was not as helpful as training and orientation specifically designed to address the program’s needs and clients. (The fact that the trainers admitted not having experience working with immigrants on ESPORT was appreciated, as it indicated candor and honesty, and helped facilitators see how their experience would help with development of ESPORT for this user group.) It might be useful to discuss in the training what “completion” comprised in different programs. Some clients who did not formally complete the program might still be considered successful if their experiences resulted in employment opportunities. Because programs follow-up students differently, and follow-up ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 44 may not continue long enough to permit real gains to be detected, the issue of “success” was real. (This was especially in issue where employment is easy to obtain, and where students are used to cycling in and out of intervention programs, taking employment when that it is available, and returning to upgrading from time to time. See “Client engagement and completion,” below.) Some trainees commented that they were pleased to be asked to comment on the training, as part of the evaluation process. Programming and usage details. These are the largest immigrant settlement and career counseling programs in western Canada. All of the programs began using ESPORT as an elective option for clients, who were otherwise enrolled in case-managed programs where individual needs and counseling were the focus. Clients for ESPORT were initially chosen because they possessed relatively high levels of education and work experience in their own countries, and because they chose to participate (ESPORT was an option, not a requirement, of their programs). Clients averaged 35 years of age, and generally had high levels of education and work experience in their own countries. The intention was to use ESPORT as a means of assessing more broadly and sharing a finer analysis with the clients of their employment options. ESPORT was viewed as a potentially flexible and efficient way of producing information that facilitators and clients could use. The overall goal of these programs is to help immigrants find and commence productive employment, in areas related to their skills, experience, and interests, by working for 1 to 2 years, after which they might undertake (with better language skills learned on the job) more training, career change, or advancement. As noted below, some elements of ESPORT (chiefly, the interest inventory, skills assessment, occupational choice, and portfolio) were regarded as requiring the presence of the facilitator, for immediate interaction. Other parts (job futures, résumé building and revision) might be done at home, or without the direct involvement of the facilitator (though navigation issues might arise, requiring a “helpdesk” support of some kind). These were seen as important discoveries, bearing directly on training, staffing, budgeting, and administration. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 45 Based on experience, the following were the points raised by facilitators about ESPORT in these immigrant programs. Several observed that immigrant clients were typically very highly motivated learners. As a result, potentially independent resources such as ESPORT were viewed very favourably, even as an option to mainstream programs and interventions, because ESPORT can be used from home and on the client’s own time. Facilitators commented that ESPORT constituted a test of client motivation, and helped them to make the point to clients that initiative and self-direction were Canadian values. The interest inventory was, for some clients, a complete activity of its own. Many immigrants were not used to examining their interests or preferences; this activity, focusing on unfamiliar questions requiring some reflection, required time and intervention to complete, but, if successful, could equip the client to move forward in other areas of personal decision-making. The inventory for some was an opportunity for facilitators to build rapport with clients, break the interpersonal ice, and get to know them better as individuals, an essential part of the case management process. Occupational choice was also viewed as an important activity, with outcomes of its own. One facilitator commented that the OC was more important for some of his clients than the portfolio, because it opened questions that, unless answered, could result in portfolio choices that were questionable, useless, or even discouraging. He found discussions with clients about their occupational choices helped him understand their backgrounds and personalities better, and helped them learn more about how Canadian companies operate, and how employees related to employers in this country. Some clients did not find a suitable (or even any) careers, as a result of their job search, depending upon how they had conducted the process, including the terms and limitations they had used. Facilitators noted that this could be a surprising and potentially discouraging outcome, unless the facilitator was present to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 46 intervene, to discuss the results and their implications, and to help the client try again with new search terms. Alternatively, some clients’ searches resulted in a large number of widely varying career options. Again, the presence of the facilitator was seen as critical to making sense of the results, and to helping the client narrow the options by finer search terms. (The transition to the skills inventory in ESPORT requires the client to make choices about careers. If these are not well considered, or unrealistic, time can be wasted and the results can be more puzzling than helpful. These are additional reasons for facilitator presence.) Overall, facilitators suggested that the lack of good matches emerging between careers and interests as clients worked through ESPORT was an opportunity, rather than a problem. Career planning was recognized as a complex process. One agency had recently suspended its career planning classes due to lack of referrals. (Most referrals were going to job search.) ESPORT was seen as a way of reviving the important career planning process. One facilitator commented that he preferred to have a “blank sheet” discussion of career options with his clients, rather than use the full ESPORT process, if their language skills were poor or they were not clear about their interests. He was happy that he could use parts of ESPORT in this way. (He felt it was a primary responsibility of the facilitator to help maintain clients’ morale, while also helping them become more informed and realistic about their prospects.) Experience had shown that the résumé development process was good at giving facilitators and case managers a useful “big picture” view of the client’s language skills and literacy background. It was also instructive for clients to see the number and kind of alternate careers that might be available to them, as a result of the occupational choice activity. As a result of this, some clients decided to pursue a new career. (It was noted that many clients had had their previous careers more or less thrust upon them by the state in their home country, and that immigration to Canada constituted an ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 47 opportunity to reconsider previous career commitments. ESPORT proved liberating for clients wishing to consider a change in careers.) The fact that ESPORT allows clients to work from home on their own time rewards and teaches important lessons about initiative, motivation, selfsufficiency, and involvement. (The inherent flexibility of ESPORT, and its focus on individual talents and needs, was mentioned by several facilitators as something their programs wished to incorporate.) ESPORT might become a separate intervention within the organization, if it proved successful in adding to useful information about clients’ needs and preferences. ESPORT’s contribution, according to one facilitator, was to save time and reduce frustration, by allowing a “table top” review of potential employment prospects and possible career strategies. As a result, clients could “dream” without adversely affecting themselves or their families, and could develop alternative scenarios they could then consider, and then discuss with their families. A related idea, offered by one facilitator, was that ESPORT could become part of a pre-program activity for some clients, allowing them to spend time, before entering their intervention program, studying and reflecting on their career options. With a short orientation, clients could be given time (1 – 2 weeks was suggested) to work through some of the ESPORT activities, perhaps with telephone or peer support for questions, and then come to their initial meeting with their case manager with information, and perhaps questions, for discussion. The links to sector councils was regarded as particularly useful. It was suggested that the addition of local and provincial links would add additional value. ESPORT provides a single location for several important client records to aggregate. In company with case managers’ own records, this provides a convenient and efficient way of tracking important client data regarding needs, strengths, and gaps (information case managers need as soon as possible to help the client make a realistic action plan). The ESPORT records should help case managers track client activity over time. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 48 The ESPORT résumé was viewed as unusual, and it was clear there was some unease about it among some facilitators. Terms like “unique,” “different,” even “odd” were used in reference to the ESPORT résumé. Facilitators made the point that they were used to a different format and organization of information on the résumé, and questioned whether and how the ESPORT résumé had been tested with employers, especially the kinds of employers their clients would be approaching in the Vancouver area. Some facilitators commented that they intended to continue to use their traditional résumé format, until they were convinced that the ESPORT version would be accepted locally. The following suggestions about the résumé were voiced: In recognition of the higher levels of training and experience of these clients, terms such as “duties” should be replaced, or include, terms such as “achievements.” A chronological format should be available, in addition to the skill-based version. A point-form approach, rather than paragraphs, might better suit individuals who had many points they wished to discuss. (This would also shorten the résumé for some of these clients – an outcome thought by some to be highly desirable.) The résumé should begin with a short paragraph generally summarizing the client’s qualifications and highlighting relevant aspects of their background. (The point was emphatically made that some immigrant clients had extensive work histories, an overview of which might be helpful to a prospective employer.) Time. The issue of the time required to use ESPORT productively, and to complete all of the relevant aspects, was examined in all user programs. The range of time required was from a low of 4.5 hours (Sask Pen), to 9 to 19 hours in the immigrant programs. A breakdown of estimated time required by immigrant users was provided by one of these programs: Initial discussion, explanation, and completion of the interest inventory: 1 hour Skill assessment: 2 – 3 hours. (Time varies by client’s English language ability.) Occupational choice: 2 – 4 hours. (Case managers may become involved at this point.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 49 Learning plan: varies, from 1 – 3 hours. For low-functioning, time may include discussion of concept of essential skills (often not familiar to clients), and the role of upgrading in employment in Canada. Portfolio development: 2 – 4 hours. Résumé: 1 – 4 hours. (Clients are usually encouraged to develop more than one résumé, to discuss them with the facilitator, and to revise afterward. Some clients are able to do some or all of the required revisions on their own, in the lab or at home. The true amount of time spent of these activities is thus difficult to estimate.) One program suggested that the time required to complete ESPORT up to the learning plan was, for their clients, about 8 hours, in separate 1.5 to 2 hour sessions. Intermediate clients might take more time, advanced less. The amount of required facilitator time would also vary by language and ability. (Overall, working in a new language was seen as exhausting, and sessions greater than 1 to 1.5 hours were not recommended unless the client was clearly motivated, willing, and able.) Most facilitators would not recommend using ESPORT with clients whose language skills were not at least at the intermediate level. The role of facilitators (including case managers) was considered critical here. Facilitation includes clarifying ambiguous or problematic terminology; answering questions about career development as a concept; helping clients to state accurately and completely their employment histories (clients often tend to be modest about their backgrounds, or conservative about their transferable skills); helping clients to recognize options based on their employment histories; assisting clients with the software, as required (computer literacy varies); and helping to produce an accurate portfolio and a positive résumé at the end of the process. Case managers are used to spending up to 80 minutes at a time with clients, and adjusting the total time they spend with any client to individual needs and motivation. ESPORT experience provides clients with much information and generates questions they can raise with their case managers. Time spent by clients with facilitators after ESPORT use was regarded as generally quite productive, yielding a concrete action plan. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 50 Another aspect of the time discussion was how time was used. Facilitators noted that many clients were highly motivated to find work as soon as possible, and so were more interested in the résumé than in the process of assessing their skills, experience, and interests, much less forming a training plan. (See earlier comments about the distinction between job search and career planning.) It was necessary to discuss the career planning process with these clients, and explain how decisions made now would make the process more sound, and the eventual outcomes potentially more long-lasting and satisfying. The objective at this stage was to direct the client’s enthusiasm and energy into channels where results could be reviewed and discussed with the facilitator, in the context of a better job outcome, not merely a faster job placement. The sequential nature of ESPORT was seen as challenging to some. Because of the varied backgrounds of the clients, it was necessary to adapt ESPORT to their individual preferences. Professional and technical clients (those with higher levels of education and training) often expected job placement activity; the value of career planning had to be explained to these clients, and their agreement obtained, or they tended to view training planning activities as a waste of time. (As noted earlier, some programs [i.e., TEC] routinely changed the order of elements of ESPORT, in order to meet clients’ expectations.) Job Finding Club at SUCCESS. An experiment was conducted at the SUCCESS program in September 2006, in which ESPORT was used by ESL level 2 – 3 clients in the Job Club context. These clients tended to be new to Canada, and lacking work experience or work skills for the Canadian job market. The intention of the program was to determine whether ESPORT would be helpful in assisting these clients to evaluate, and in some cases reconsider, their employment options, given their relatively limited language and work skill situations. (Results were not yet available at this writing.) Suggestions, recommendations. Based on their experiences with ESPORT, facilitators of these immigrant programs made the following suggestions: The document use section of the reading assessment presented some special problems for immigrants. For example, abbreviations (RR – rural route; RCMP) and some concepts/terms (“debt collector,” “wedding planner,” “search warrant”) were found to be problematic for some clients, simply because they ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 51 were unfamiliar terms. A glossary, or revision to remove some of the more problematic of these (the most culturally specific), was suggested. Users reported that any bugs detected in the program and reported were acknowledged quickly and responded to promptly by ESPORT technical staff, for which users were grateful. It was suggested that a helpdesk for immediate help for students for working from home, or for programs in western time zones, might be useful in the future. One program commented that it would be helpful to be able to lock out students who had left the program, or who were otherwise considered inactive. The lockout would prevent access until the client had discussed his or her intentions with the program, but would not require deleting students’ records, in the event they wished to return and continue. Facilitators were positive about the online journal that was added to the program in summer 2006. (This appeared to create a kind of virtual community, despite the fact that user-to-user interaction was not supported by the journals.) Related to the above, facilitators mentioned they would appreciate knowing how others were using ESPORT, and having an opportunity to share experiences and practices in some systematic way. An administrator commented that one of the challenges of ESPORT was to create room for it within the program, around traditional interventions and activities. Despite the fact that staff were seen as supportive, accommodations required administrative intervention, and demanded flexibility from all involved. (This comment led to a discussion of the ethics of experimenting with clients using a tool that might not be effective for all. The discussion, though intense, was positive, and concluded with the observation that many interventions begin life as experiments, and recognition that ESPORT was not untested, but was being studied for its applicability with the specific client group present in these programs. The role of the evaluation in describing what clients experience with ESPORT was recognized.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 52 One agency noted that they were very anxious to acquire PLATO as part of the ESPORT package, as they wanted to add upgrading to their services and had no other way to do so systematically. (They were encouraged by reports they had received that 2 to 9 weeks of PLATO upgrading could add 1 to 2 levels to students’ academic functioning.) Facilitators asked that more careers, especially “B” level (higher-level) technology and technological occupations, be added to the options database as soon as possible, as students (especially the highly trained and educated) often did not find appropriate level careers when they took the self-assessment. (Finding one’s present career in the database was reassuring, even if the client’s plans were to change careers.) Enrolling oneself and using ESPORT as a client was regarded as a fine way to understand the program, and become attuned to the client’s experience. The client tracking sheet provided by ESPORT was viewed as helpful (Attachment 4). Programs face a problem when HRSDC program officers (POs) are more interested in employment numbers than in durable client outcomes. Agencies, the commented somewhat pointedly, try to help clients to make good decisions about employment, not simply fast ones. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 53 SERCO – Happy Valley-Goose Bay, Labrador ESPORT and PLATO were proposed for use at the multinational SERCO, with company employees who, the SERCO believed, with some enhancement of their skills, would experience increased productivity and greater value to the company. (SERCO executives were very supportive of the project, believing that ESPORT had the potential to be useful in their global operations.) Both fulltime and seasonal employees, including supervisors, were expected to participate in the project. SERCO was awarded an eleven year contract extension by the Canadian Department of National Defense (DND) in 2003 to manage Canadian Forces Base 5 Wing Goose Bay, the airbase which is “an established venue for international low level flight training and, because of its high quality infrastructure, is an alternate NASA Space Shuttle landing site” (“Community Profile,” 2001). The project, proposed by CEP Consulting, PLATO, HRSDC, and the NewfoundlandLabrador Federation of Labour (NLFL), was a collaboration with SERCO. Each of the partners took on specific roles to assure accomplishment of the project’s objectives, described below. SERCO management was enthusiastic enough about the project to provide a 50-50 time incentive to employees who agreed to participate (SERCO donated one hour of company time for each hour of personal time provided by the employee.) The local union, the Public Service Alliance of Canada (PSAC), was involved with planning, and supported the project. The objectives of the NLFL project, from the project’s Terms of reference (March 2005), were as follows: 1. To deliver a sample group of approximately 120 individuals to successfully participate in the pilot initiative. This sample will be located throughout the province, ideally in three locations. These samples should cross boundaries of urban, rural, displaced workers, those requiring / seeking additional skills / careers. 2. To access the resources to put in place a facilitator to work with the partners to oversee the selection, training, and participation of individuals, the involvement of the NLFL and the overall coordination of the project. The project began at SERCO, in Happy Valley-Goose Bay, in summer 2006, after training on ESPORT on May 18, 2006. (It was planned that another site would be ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 54 commenced by the NLFL in St. John’s; as of this report, expansion was still pending.) Two individuals were initially trained as facilitators, and were expected subsequently to train other facilitators in turn; by the time of this writing, a total of fifteen facilitators had been trained in this way. Follow-up on the initial training immediately afterward (Occasional Report 23) showed the trainees were positive about ESPORT and its potential usefulness to their clients, and believed their own preparation was adequate to begin using the system effectively. In fall 2006, facilitators were still positive about their training and their readiness to use both ESPORT and PLATO, though, while rising steadily, the number of learners was still low (see below); some facilitators had not yet had an opportunity to apply their training. The role of the local lead facilitator was broader, and varied in its particulars, due to the collaborative nature of the project. The lead facilitator’s role was described as follows in the terms of reference: The lead facilitator employed by the NLFL will be responsible for the following: 1. The development of a strategy / action plan to ensure the overall success of the pilot in Newfoundland and Labrador; 2. The selection of pilot sites and individual participants; 3. The training and facilitation of participants to ensure they have the necessary computer skills to access the web-based system; 4. On-going support and assistance to the pilot sites to facilitate completion of the assessment program; and 5. Upon completion, a comprehensive report on the pilot in each of the sites, complete with recommendations to the NLFL and the partners around the continuation of this initiative.” The NLFL’s role as described in the Terms of reference was significant, consisting of the following: The NLFL will be responsible for the following: 1. The recruitment and selection of a qualified individual to fill the position of facilitator; 2. The identification and involvement of key trade unions to participate in the pilot initiative; ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 55 3. The creation of a small advisory committee from the NLFL to oversee the initiative and ensure that it meets its objectives; and 4. Overall project management. As well, the document specified the following objective, another responsibility of the NLFL: The NLFL will ensure the following deliverables and outcomes: 1. A satisfactory client base to complete the online assessment tool in a minimum of three sites 2. An assessment report outlining the activity and outcomes within each pilot, as well as a set of recommendations around the pilot and the experiences of the respective client groups. The terms of reference noted, in summary, that “The facilitator / NLFL will complete the above in consultation with all partners to the project, including the trade unions and other organizations resident in those communities selected as pilot sites.” In the fall 2006 survey of facilitators, respondents were emphatic that the union (and management) had been and remained fully supportive and encouraging of the project. Recruitment of users (employees) of ESPORT at SERCO, from training in May to the end of September 2006, was below expectations; figures are shown in Table 9 and Figure 11 (Attachment 5). Officials and participants interviewed at the end of the project made several observations about the project, which in their view explained the slower than expected uptake of ESPORT. 1. Summer was a poor time to commence the project. Summer tends to be a season “filled with disruptions” at SERCO, including vacations, construction and maintenance, and disruptions due to the practice of employees covering-off for each other. Summer is also regarded as a season for family and outdoor activities, rather than for commencing a program that is solitary and decidedly indoors. A wrong message may have been inadvertently but subtly sent by the timing: in the company and the community, summer and not usually a time when major and important initiatives are launched. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 56 2. Some of the first users of ESPORT had apparently formed the impression that the system was more designed for unemployed than employed people. The ESPORT project manager, and others on-site, when informed of this observation, replied that this is not the case, and that ESPORT can be used by anyone to review present functioning and prospects; however, this view, if circulated among potential users, could have depressed participation initially. 3. Initial promotion of the project also used terms like “literacy” and “skills upgrading,” that resulted for some potential users in a negative impression or produced a stigma affecting participation. One facilitator suggested that the best form of promotion would have been word-of-mouth, from a satisfied employeeuser; he suggested that recruiting initial users should have been directed to individuals, to produce this kind of positive “buzz” about ESPORT inside the company. He added that supervisors should have been among the first users recruited, to encourage positive perceptions. Another facilitator noted that the term “ESPORT” was neutral and therefore useful in talking to potential users about the program; she was able to assure that the content was described, but avoided any potentially stigmatizing terms or language. 4. The facilitation model may also have been potentially problematic for this population. ESPORT managers and the trainer had recommended highly that facilitators be available to all ESPORT users, based on experiences elsewhere, where the facilitator had had a major impact on ESPORT’s efficacy (see elsewhere in this report, including conclusions, below). This resulted in the impression that self-study or self-directed learning would not be available to ESPORT users, at least initially. On the other hand, SERCO employees were all relatively well functioning in terms of essential basic skills, well trained generally, experienced in the workplace, and motivated. Their ability to work independently, based on these skills, high motivation, and general maturity, was, according to one observer at the site, not adequately recognized by the initial facilitation model. Given the time pressures on employees, one informant perceived that adoption of ESPORT would have been greater and easier if the delivery model had promoted ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 57 the option for individual, self-paced usage, with optional (or perhaps distance) facilitation available as needed. Distance facilitation and cohort support methods (helpdesk by telephone or VoIP; FAQs supplemented with a hotline number; email for questions or requests for assistance; peer-peer collaborations and tutoring; a cohort model in general; etc.) could have been used effectively with this audience, it was felt (Saltiel & Russo, 2001). 5. Flexible time for completion should also be provided, given how busy some of the potential participants were. The delivery model should permit full self-pacing and self-direction, provided there was continued progress of some kind, with assistance in the form of facilitation available if needed and requested, a model consistent with adult learning theory and distance practices (Knowles, 1978; Grow, 1991). 6. Client computer-literacy was expected to be a major determiner of potential interest and self-sufficiency with ESPORT. Facilitators predicted that most employees would be highly computer-literate; this, with expected levels of motivation toward self-improvement, was behind the suggestion for more flexible delivery and support models. However, there was a strong feeling that employees who were less computer-literate, or not confident of their computer skills, would require more facilitator attention. If the more able employees were working relatively independently, it was felt that there would be ample time to address the concerns of the less proficient. 7. There was a suggestion that promotional and explanatory “hand-out” materials be developed, so that ESPORT and PLATO could be described efficiently to potential SERCO users. Experience had shown that referring inquirers to websites for information was not sufficiently responsive or convenient. (These materials could also be useful to facilitators talking to potential learners, to help them briefly and accurately summarize the expectations of ESPORT.) 8. Finally, ESPORT was made available through the computer lab in the training room. This room was occasionally required for other purposes (e.g., annual safety training in the fall), and therefore ESPORT users found themselves unable ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 58 to access ESPORT for almost a month in August-September. At the same time, unfortunately, the DND intranet experienced problems, which resulted in lack of Internet access to the base for approximately three weeks. This combination resulted in loss of access to ESPORT for three to four weeks for most users (home access might still have been possible, but students were too early in the program to spontaneously investigate this, the facilitators felt). Overall, ESPORT was widely seen as potentially valuable in the SERCO environment, with some changes needed in the delivery and support model reflecting the needs, preferences, and capabilities of the target audience. At the time of the final telephone survey of users, the request was made repeatedly that ESPORT be kept on at the company after the scheduled conclusion of the project, at the end of October 2006; in early October 2006, this request was granted by CEP Consulting. Virtual community Background In April 2005, Mark Wallace (of WERC) conducted preliminary research on Communities of Practice, then organized a meeting of ESPORT team members in Ottawa, some of whom had been working together for years but had not met in person. The primary initial objective of the meeting was to develop a Community of Practice (CoP) for ESPORT team members, to improve communication about the project, and to bypass the need for using Patrick Cummins, the project manager and president of CEP Consulting, as the chief conduit of all work-related communication. With the lessons learned from the ESPORT team, a Community of Practice was established using the Yahoo Groups website. The CoP included all facilitators, and, where feasible, learners. (Learner involvement in the CoP was minimal, due to a shortage of time for organization and training, and opportunities to bring them into the ongoing discussion meaningfully.) The CoP was the vehicle that allowed the entire ESPORT team to be contacted via one e-mail, and provided an accessible archive of all messages. The project manager began using the Yahoo function to send out regular digests about the ESPORT project, which greatly aided the sense of community. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 59 There were several early successes with using the Yahoo Groups, and also some disappointments. The successes included an increase in information about the ESPORT project available to all team members. When working from virtual offices as part of a large project, it can be difficult to get an overall picture of the work, as one tends to get focused on one’s own contributions and little else. With greater awareness of issues facing the project, and of individuals’ roles within the project, team members began to offer assistance to other members where appropriate. Other strengths of the Yahoo group are the aforementioned update digests, sent out by the project manager. The use of one email to reach everyone has also been used when urgent questions needed to be answered. Mark Wallace, for example, worked to follow up on any such questions that came in, ensuring that appropriate team members provided timely answers. Disappointments included the fact that there was minimal buy-in to signing up and using the Yahoo! system by some ESPORT team members. The core members were all onboard, but there was a slow or non-existent response from some of the PLATO members. This was likely due to their need to respond to the demands of their full-time work with PLATO, but despite repeated attempts to establish these members as part of the community, success was limited. (PLATO’s change in corporate fortunes in Canada, and the closing of its Canadian offices reported in the ESPORT Newsletter of November 17, 2005, no doubt further mitigated against this group’s involvement.) The decision was made fairly early in the process not to attempt to implement the CoP with facilitators until a later time. Their requirements to use and understand ESPORT, and then to understand and implement PLATO, were considered priorities. Ultimately, no action was taken during the project to extend the CoP concept to facilitators. A key discovery through the project members’ CoP was the need for sufficient numbers of participants using the site regularly for the community to develop and mature. To drive this, it was concluded that there must be compelling reasons to use the site regularly, since everyone is busy and looking in to such a facility requires time, and regular participation requires energy. This concept, though promising as a resource for a community focused on practice, requires further investigation. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 60 Helpdesk and related activities From April 2005, WERC received many queries from facilitators or interested visitors, seeking information about the project and ESPORT. WERC either responded to these or forwarded them to an appropriate party who could deal effectively with them. As a result of this experience, WERC developed a standard “Help” document that was circulated to project managers, and eventually appeared on the ESPORT website. Updating the database. The original ESPORT database only contained the Essential Skills that were measured by a specific complexity level. As ESPORT expanded, the decision was made to update the database to include all possible Essential Skills, so that clients would have an accurate picture of the requirements of their chosen occupation. The following Skills were added: Working With Others, Significant Use of Memory, Additional Information, and Continuous Learning. In the process of conducting this update, it was discovered that many of the HRSD Profiles had changed since the ESPORT database was first built. Some Profiles were no longer listed, many had been renamed. WERC proceeded to make changes to the database and corresponding materials to reflect the changes on the HRSD website. In addition, 22 new Profiles were added to the ESPORT databases, and several of the older Profiles were updated to reflect the way they had been aligned with PLATO courseware. An additional 43 Profiles were received from HRSD. The first 23 of these were prepared and coded for alignment into PLATO; the others were added to ESPORT as they appeared. All new and revised Profiles were matched with InterOptions occupations, and the new essential skill of Critical Thinking was also added to the new profiles in the database. Critical Thinking was aligned with PLATO courseware, wherever such articulation was possible. As a result of this work, ESPORT’s databases continued to accurately reflect the HRSD Profiles throughout the project. ESPORT also demonstrated its capabilities for alignments to these resources, and CEP Consulting demonstrated its commitment to keeping ESPORT so aligned. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 61 Learning materials and server changes: technical support The following is a summary of activities related to the contents of the ESPORT system itself, including software changes and linkages to other resources, accomplished during the project. Some of these changes were the result of feedback from users, via the project evaluation; others changes were in planning when the project was initially proposed. HRSDC Authentic Materials. The learning materials comprising the HRSDC Authentic Materials were recreated on the ESPORT host server, allowing the content to be made available directly from ESPORT. (This meant that users did not have to make connections with the materials themselves, more convenient and reliable for clients.) This action also reduced the risk of the “file not found” errors that tended to occur when relying on content managed by an external site. Job Futures. This is a career tool to help clients plan for their future. It provides the following useful information about the various occupational groups: - - - AT WORK (General Information) o What They Do o Where They Find Work — Top Occupational Areas o Some Related Occupation(s) EDUCATION, TRAINING, & EXPERIENCE o What You Need o Required/Related - Educational Programs* WORK PROSPECTS ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton o - 62 Current Conditions (example Poor-Very good, etc.) IMPORTANT FACTS o Wages o Part-Time/Full-Time (employment percentages) o Demographic Statistical Information (men/women) As with the Authentic Materials, the Job Futures module was recreated on the host server, allowing the content to be made available directly from ESPORT. Clients also had access to print versions for an easy-to-print information sheet. A quick link to the skill requirements was also made available on each display of Job Futures for each trade listed. Choose occupation (additional profiles). ESPORT provided users with an additional 70 occupational titles, with descriptions and skill requirements for each. The inclusion of the trade profiles enabled ESPORT to broaden the data available in the set of occupation titles within the Interest Inventory section. Approximately 800 trade titles were placed in the Interest Inventory (these are very specific in nature, whereas the trade titles in Choose Occupation tended to represent general groupings). The above was in response to the finding that many trades in the Interest Inventory had no matches, mostly due to their having a much higher skill level, beyond the entry-level focus of ESPORT. This fact, as noted earlier, unfortunately led to instances where clients completed the Interest Inventory with a pattern of interest that resulted in very few matches, according to the individual’s interests. The additional occupations were intended to assure that more clients would find relevant suggested employment possibilities aligned with their profiles. Figure 2 shows an example of the feedback provided in the profiles, allowing a client to quickly identify skills they need to acquire or improve to reach a level deemed essential for the occupation. (If lacking in a certain skill, the client was advised to use the learning materials and also to create a learning plan to address any deficits, with PLATO.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 63 Figure 1: Skills summary analysis Skill Assessment The following is a Summary Analysis of how well you measure up to the skill requirements of Assemblers and Inspectors, Electrical Appliance, Apparatus and Equipment Manufacturing. You meet or exceed the "maximum" requirements of this occupation for the following skills: o Reading Text o Document Use o Writing o Problem Solving o Job Task Planning o Finding Information o Computer Use You exceed the "minimum" requirements for this occupation for the following skills. However, since your skill level does not yet meet the "maximum" requirements it is recommended that you update these skills if you are interested in this occupation. o Numeracy o Oral Communication o Decision Making These results are based upon your scores from the Self Assessment as compared to the skill requirements of the occupation Spell check. A spell check feature was implemented in various areas of the ESPORT website, to allow clients to verify the spelling of the information in their portfolio résumés. The areas where this feature was implemented included the following: - Education & Certificates ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton - Job History - Life & Work Experiences - Learning Plan (available for each skill category) - Sending Résumés 64 EARAT Skill Sheets (searchable). EARAT (Evaluation of Academic Readiness for Apprenticeship Training) provides academic skill sheets in reading, writing, and math. The client prints these skill sheets locally, then works on assignments with the help of the facilitator. EARAT skill sheets are appropriate for people who are preparing to take college courses as part of trade preparation. As an early part of the project, in response to the interest of some (upper-level) users, the section of ESPORT pertaining to the EARAT Skill Sheets was enhanced through the inclusion of a search interface, allowing a client to search for skill sheets for a certain skill for a particular trade without going through the “choose occupation” route. EARAT materials were viewed as useful for some clients at some sites, but persistent technical issues affecting reliability of access, and complaints from some users about the suitability of the materials (they were seen as assuming relatively advanced academic skills, and focusing on non-entrylevel – and this non-ESPORT – employment foci) eventually led to removal of the link. French version preparation. Although not part of the demonstration project, there was an extensive re-design of the database to allow ESPORT to display content in both English and French languages. (Columns were added to store the corresponding data in French. This involved modification of the original database design, which had been developed with separate tables for English and French content. This became inefficient, restricting rapid development, and made management of the database more difficult.) XML (generation of profile data into format for LAN – WEB integration). This feature enabled a facilitator to press a button to launch a file-save mechanism to conveniently store a client’s portfolio and personal information on a portable (floppy) disc. The resulting file stored the data in XML format, permitting the client to take away and later upload important ESPORT content. The enhanced portability of ESPORT records and products (such as the contents of the portfolio) was of particular interest to Sask Pen users, but was also appealing to other sites. Portable records allow a client to continue working with ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 65 ESPORT from another site (program or home) on the web without any interruption, and without any loss of personal information and test scores. Database migration scripts. ESPORT is available in a LAN-based system with tight security restricting the viewing of client-supplied data, such as at Sask Pen. Because of the stringent security surrounding access to the LAN on which ESPORT was loaded, it became apparent during the Sask Pen project that a system was needed to enable remote updating of the LAN system when changes were made to the web-based system. A comprehensive script was developed that enabled an administrator or a technician at a remote institution to run a set of procedures to perform a migration of client data into a revised LAN-based database. This capability assured that LAN users would be able to update ESPORT efficiently and securely. Server changes Since a stand-alone server was deployed at Sask Pen, ESPORT technicians worked on testing the installation, and on upgrading the server for future LAN deployments, both at Prince Albert and at other CSC sites. (This became critical with the CSC decision, in October 2006, to deploy ESPORT in institutions throughout Western Canada.) The changes facilitated a more streamlined approach to stand-alone servers, making them less likely to become infected with a virus or other potentially destructive spyware or trojan. The first change was development of a backup scheme for the learner database, using a USB memory stick. This provided a tertiary method of backing up learner data on the stand-alone server, in the event of a complete server failure. Additionally, this method of backing up, tested and subsequently deployed in January 2006, provided another method for rolling out updates to all standalone servers in future. A second and important change to server support was adoption of the Windows Server Update Services (WSUS). This service allowed deployment of updates from Microsoft Windows to the standalone servers in the field, and other machines running Microsoft Windows operating systems. The WSUS was sent out in January 2006, and installed on the Sask Pen server in February 2006. In the future, all server deployments are to be shipped ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 66 with the WSUS installed, so that updates may be sent to the institutions on a regular basis, with minimum disruption or technical intervention. Another web server was setup in mid-February 2006 for ESPORT technical personnel to use as a standalone test webserver, completely isolated from the Internet. This facility aided in testing of the ESPORT website for standalone servers throughout the rest of the project, and expedited the development of the utilities needed by LAN users of ESPORT. General technical observations Throughout the project, ESPORT technical staff monitored client requests, system performance, feedback from trainers, and evaluation feedback and reports, so assure that significant developments were noted and responded to in a timely way. As noted above, several enhancements to ESPORT were provided as a direct result of user requests, and some changes to system architecture (server deployment, log-in and enrolment processes, back-up procedures, interactions with PLATO, compatibility with other tools such as CHOICES) were initiated as a result. A major contribution of the ESPORT technical services was support of individual users encountering problems or raising questions. All participants in the project used ESPORT technical staff for real and hypothetical questions. Participants often mentioned in the evaluation that this support was important to their experience with ESPORT, and appreciated as adding to their learning and sense of comfort with the system. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 67 Overall outcomes Outcomes of the project were noted, as discussed in this section, in the areas of project engagement and completion, use of specific ESPORT elements, participant (client, facilitator, and administrator) adoption and overall views of the system, and criteria viewed as essential for success with ESPORT. Client engagement and completion As noted previously, training practices in the project evolved with experience, based on feedback from trainees obtained through evaluation follow-up. These, in turn, produced higher levels of engagement, as measured by training follow-up assessments. Major changes, designed to make the training more effective, and thereby to improve initial client experiences and improve client engagement and persistence, included: More opportunity during (and even prior to) training, for instruction and practice of basic ESPORT facilitator skills. (This involved removal of PLATO from the initial orientation training. PLATO training was shifted to occur when facilitators were comfortable with ESPORT, and after a clear role for PLATO had been identified in the program. Contributing to this decision was the closing, in November 2005, of PLATO Canadian operations. There was an undertaking from a PLATO vice-president that "we fully intend to honor our commitments and to expand our relationships in Canada in a responsible and organized way," and as the project continued PLATO did continue to be included in the programs of some sites, but there were questions of organization and support along the way. These occurrences provided the project an opportunity to review and test the relative value of PLATO within the ESPORT package, and to structure a more independent marketing strategy around a Canadian training team.) Inclusion of clients in training. Take-over of training by CEP Consulting. Staging of portions of the training at facilitators’ home sites. Development of training aids, such as posters (Attachment 3) and a Facilitator’s Guide, to provide reminders of and a reference to training content. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 68 Systematic follow-up of trainees to assess effectiveness of training; action on follow-up results. Re-training where required. As the project proceeded, a shift occurred in training emphasis, whereby facilitators were encouraged to view the Portfolio Builder section as the foundation; Interest Inventory, Self-Assessment, and Learning Materials were regarded more as supports for the portfolio process. Trainees were urged to see completion of portfolios and résumés as indications of successful ESPORT completion. Overall issues about student completion had originally been identified in late 2005. As noted previously, it was recognized that varying definitions of “successful completion” are possible in adult-oriented training, including completion of less than all of the package that is on offer. A more reliable indicator of success is the judgment of the client, corroborated by observations of the facilitator, and subsequent success in seeking employment. To address the question of “successful completion,” programs were asked to assess clients’ attitudes and comments, and to keep records of behaviour indicative of adoption or non-adoption (see Attachment 6). ESPORT-generated records of online activity, as discussed below, were useful in documenting how and when clients made use of aspects of the system, including the total number of users at various points in the project. It was an early finding of the study that clients often did not complete all ESPORT activities. The meaning of this phenomenon was analyzed for individual programs, even individual clients. Conclusions suggested some clients were satisfied with partial completion, if their individual immediate needs had been sufficiently met. Programs also reported that some clients stated their reasons for leaving the program prior to completing it were not related to dissatisfaction, but to personal circumstances and exigencies. Finally, the notion that clients working together in cohorts might accomplish more than those working in one-to-one relationships with facilitators or counselors was suggested, based on the success of the model in other forms of adult education (Saltiel & Russo, 2001). In some programs, cooperative activities were a feature, in others this was not thought feasible due to clients’ varied schedules and expectations. Too little data were available to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 69 judge collaborative or cohort models for ESPORT in this study, but the concept certainly has firm support in the adult education literature (Knowles, 1978, 1981; Kidd, 1973; Cross, 1981). From data accumulated over the course of the project, registrations of clients in ESPORT, initially low due to the failure of NFLF and Calgary-based programs to commence as scheduled, increased throughout the project, especially as, later in the project, alternative project sites were identified and trained. The two Figures below show how registrations changed over time, and how usage accelerated in the second half of the project. Figure 2 shows enrolments from commencement of the project to late 2005, when the total number of clients was 65; Figure 3 shows growth from January to August 2006. Client registrations, 2005 70 65 60 Clients registered 50 40 34 30 35 30 25 25 21 20 17 10 0 28-Feb 10-Mar 22-Mar 3-Apr 17-May 21-Jun 20-Oct 27-Nov Figure 2: Growth in clients, project commencement to end of 2005 (year 1). Figure 3, below, shows the rapid increase in usage of ESPORT in 2006, to a total of 569 overall users by September 20, 2006. (See also individual growth rates, Figures 4 to 15, Attachment 5.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 70 Client registrations, January - September 2006 600 569 500 Clients registered 466 400 385 401 310 300 256 208 200 100 80 109 113 217 139 0 14 31 -F -J an eb -0 6 8M ar 27 -M ar 31 -M ar 17 -A pr 24 -M ay 15 -J un 21 -J un 21 -J ul 9Au g 20 -S ep Figure 3: Growth in client (student) usage of ESPORT, 2006 (year 2). The project included in its sites and clientele various regions of Canada. Table 2 shows the geographic distribution of all project clients across the country, as of near the project end (September 20, 2006). Table 2: Total clients by province, to September 2006 Province Alberta British Columbia Newfoundland-Labrador Nova Scotia Ontario Saskatchewan Total Clients 31 247 20 54 112 105 569 % 5.5% 43.4 3.5 9.5 19.7 18.5 The number of ESPORT sites (not limited to project sites), by province, was as shown in Table 3, as of September 20, 2006. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 71 Table 3: Total ESPORT sites, by province (September 2006) Province Alberta British Columbia Newfoundland-Labrador Nova Scotia Ontario Total Sites 2 6 1 6 7 22 % 9 27 5 27 32 100 One of the questions implicit in this demonstration project was the degree to which ESPORT was able to meet regional needs. Based on the evidence from users in various regions, it appeared the answer was that adoption was more dependent upon experiential factors: clients who were native Canadians (i.e., not immigrants), and those (including immigrants) who had work experience of any kind, even outside of Canada, were more enthusiastic about and successful with ESPORT. Immigrants, it was observed, occasionally required enculturation to Canadian mores, language, and customs, especially as these were reflected in the ESPORT materials and activities. The experience of the Vancouver sites (SUCCESS, ISSBC, and MOSAIC) suggested that less enculturated clients more often needed to have ESPORT content “interpreted” to them, in relation to assumptions about employment, career choice and development, employer-employee relations (including statutory and customary workers’ rights and responsibilities), typical on-the-job roles and activities, and other aspects that may have been very different in their home countries. (This was a major reason for the insistence by ESPORT that facilitators be available while clients worked through the ESPORT materials.) Another obvious question addressed by these data was the degree to which users found ESPORT of value. The increase in client usage and persistence with ESPORT in the latter part of the project suggests that appropriate users, suitably supported, perceived value in ESPORT. The pattern of adoption also suggests, however, that ESPORT managers were wise to review selected sites, and the training process, early in the project. As will be discussed further below, adoption of ESPORT was much more successful among programs where a clear connection existed between what ESPORT provided and clients’ expectations, capabilities, and needs. It was also necessary for user programs to make adjustments to ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 72 ESPORT’s demands for facilitator availability, and facilitator-client interaction. Some programs were not able or willing to make these adjustments, or did not recruit clients of the appropriate level or need. The importance of matching ESPORT to programs, clients, and facilitators was one of the most important learnings of the first part of the project. Use of specific ESPORT elements As clients worked with ESPORT, their portfolios, and the investigations they undertook in producing the portfolios, revealed much about their career interests. In this area, ESPORT generated information regarded as potentially useful for facilitators, program planners, and funding agencies about the general career questions, interests, and longer-term employment aspirations of clients of federal employment programs, as well as documenting their immediate career-related decisions. Table 4 shows the careers which were most often investigated by clients, in the interest inventory portion of ESPORT. (Note that these data reflect all users of ESPORT, not only those in the demonstration project, from a list generated by 440 users, addressing some 131 jobs.) Table 4: Most Frequently included careers in all clients’ portfolios Career Administrative Clerks Accounting and Related Clerks Computer Operators Special Events Co-coordinators and Special Events Managers Small Business Owner-Operators Quality Control Technicians Customer Service, Information and Related Clerks Human Resources Managers Construction Trades Helpers and Labourers Heritage Interpreters Sales Representatives, Wholesale Trade (Non-Technical) Nurse Aides, Orderlies, and Patient Service Associates Total ESPORT Demonstration Project – Final Report # 39 20 13 12 % 24 12 8 7 12 11 11 10 10 9 9 7 163 7 7 7 6 6 6 6 4 20 Nov 2006 P. Fahy Consulting, Edmonton 73 Another measure of career interest was reflected in the ESPORT learning plans produced by clients. Table 5 shows the careers most often found in clients’ learning plans, based on 110 such plans, as of August 15, 2006. Table 5: Careers most often included in clients’ learning plans Career Special Events Co-coordinators and Special Events Managers Accounting and Related Clerks Library Clerks Construction Trades Helpers and Labourers Small Business Owner-Operators Cashiers Human Resources Managers Retail Sales Associates Nurse Aides, Orderlies, and Patient Service Associates Nursery and Greenhouse Workers Sales Representatives, Wholesale Trade (Non-Technical) Total # 14 9 9 6 6 5 5 5 4 4 4 71 % 13 8 8 5 5 5 5 5 4 4 4 Judging the basis for (and thus the potential soundness or plausibility of) clients’ career interests and choices requires information on the processes involved in making these choices. Especially useful here is the career information, available in ESPORT, consulted by clients as they considered their options. Exploring this question was made somewhat easier by two pieces of information captured by ESPORT: the career terms accessed by clients, and the terms actually generated (and typed into ESPORT) by clients as they explored careers. Tables 6 and 7 show the top ten of each of these, respectively. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 74 Table 6: Most commonly viewed (selected) careers Career Accounting and Related Clerks Administrative Clerks Heritage Interpreters Small Business Counselors Human Resources Managers Small Business Owner-Operators Quality Control Technicians Drafting Technologists and Technicians Other Assisting Occupations in Support of Health Services (Assistants for Autopsy, Pharmacy, Orthopedics, Ophthalmology) Sign Pre-production Technicians Total # 571 226 209 156 141 127 125 123 117 % 33 12 11 8 7 7 6 6 6 113 1908 6 Table 7: Most frequently occurring client-generated search terms Client-generated career search term Administration Administrative clerk Electrical design Power Station Power Supply The above data suggests the following regarding clients’ views of possible careers, and the careers they were interested in pursuing: Clients showed interest in a range of careers. The above notwithstanding, there was considerable and persistent interest in a small number of administrative, clerical, and support positions, such as administrative clerk, accounting, library, and related clerk, and administrative assistant. Technical fields such as computer operator, quality control, drafting, sign production, and assisting occupations were also of interest. (The viability and feasibility of these, in terms of their personal qualifications and actual employment opportunities, is another issue, not directly addressed here.) Sales, retail clerk, small-business operation and counseling, and construction were also evident interests. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 75 In future uses of ESPORT, the potential value of data such as the above should be recognized, and analyses performed as appropriate, to determine, for example, the influence of local employment conditions, and personal client characteristics. As noted, rates of completion are difficult to assess, as in a project of this type the total number of potential users is not known, is not easy to estimate accurately, and, as discussed, may be irrelevant to the question, since adult clients leave programs when their needs are met, not necessarily when the curriculum has been completed. Nevertheless, total completions of various ESPORT elements may be stated as shown in Table 8. Table 8: Client activity levels in ESPORT elements (August 2006) Activity Completed InterOptions Completed Self-Assessment Portfolio Learning Plan(s) Total learners Completions 402 269 327 215 466 % of total clients 86% 58 70 46 Usage of ESPORT by the participating programs varied considerably, as shown in Table 9. (Both project and non-project sites are shown. Non-project sites are in parentheses.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 76 Table 9: ESPORT usage by project site (as of August 31, 2006) Activity ACCESS (3 sites) BEO NWEO TEC YMCAs JHS Metis Assoc. Aboriginal Futures Youth Empl. Resources NLFL Sask Pen ISSBC MOSAIC SUCCESS Totals InterOptions Self-Assessment Portfolio Learning Plan Total Students 29 11 21 7 68 37 0 0 0 0 0 2 2 0 1 1 4 5 35 19 23 11 88 43 2 2 2 3 9 3 50 21 27 6 104 62 9 3 3 0 15 10 17 13 9 0 39 19 2 0 3 1 6 5 12 13 13 9 47 19 101 100 103 129 433 105 53 48 50 17 168 59 38 27 33 26 124 39 52 12 39 5 108 58 402 269 327 215 1213 466 ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 77 The training proficiency of facilitators at the various sites, the mastery they showed of ESPORT and its constituent skills and knowledge, and the use by facilitators of ESPORT in their programs were constant concerns of the project. Facilitators were trained (and retrained) regularly, in response to awareness of the need. Table 10 shows the number of trained ESPORT facilitators in place in participating provinces as of project end. (The next section contains a discussion of trainee readiness for ESPORT use immediately following training.) Table 10: Total project facilitators trained, by geographic location Province Alberta British Columbia NewfoundlandLabrador Nova Scotia Ontario Total Facilitators trained 8 49 16 15 39 127 % of Facilitators 6.3 38.6 12.6 11.8 30.1 100 Early in the project, the phenomenon of non-completion was first investigated, by means of a question put to coordinators in sites with sufficient ESPORT experience and client history to be expected to have an informed opinion. The answers received prefigured findings of the project, as already discussed. The question that was put to each participant was: We're seeing, at pretty well all of our sites, that a certain number of clients are getting started - creating an account and getting through the early stages like the interest inventory but they aren't "finishing" the process and walking out with a training plan. So what I'd like to hear from you is why you think this might be happening…. Two individuals in positions of authority, and with the perspective of the multi-site programs in which they worked, responded to this question with detailed statements. Their analysis of non-completion included the following points: This program must identify appropriate clients for ESPORT. Clients of various ages and backgrounds may find ESPORT interesting, but unless they are seriously looking for entry-level employment, and require the processes and ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 78 products that ESPORT provides, they will not be motivated to complete ESPORT components, and may not adequately appreciate what ESPORT can offer them. Technical problems, especially early in a client’s program, are a serious detriment to adoption, and discourage use. Such problems are also an embarrassment to the program as a whole. Where possible, all technical systems should be thoroughly tested before clients commence use of them. In the case of ESPORT, any problems identified need to be addressed quickly and effectively, in order to retain facilitator and client interest. Turn-over among facilitators requires prompt retraining, before momentum and motivation are affected. Re-training is also useful to remediate “rusty” ESPORT skills among previously trained facilitators who have not been actively using ESPORT for some time. (As previously noted, the results when retraining was provided confirmed the soundness of this recommendation.) When they become busy, facilitators tend to fall back upon traditional methods of dealing with clients, and use of ESPORT may decline among facilitators who are not fully convinced of its efficacy, who feel pressed for time, or who are experiencing, even occasionally, technical problems of any kind. Attempts to train facilitators on both ESPORT and PLATO at the same time caused information overload, and discouraging some facilitators. Focus should initially be on ESPORT, with PLATO brought into programs where the need and interest are clear. Evidence began to accumulate on another question which had arisen early in training, and persisted among facilitators who were new to online learning: how much time should be allotted for clients, to assure useful learning results and, ultimately, completion (or, at least, closure)? Answers varied. Sask Pen facilitators indicated that the average time for completion of the ESPORT among their inmates was 3 to 4.5 hours, that the shortest time for completion they observed was merely 1.5 hours, and that performance as a whole was dependent upon the inmate’s literacy level (“I have found that the more computer literate and high functioning the offender is, the shorter the time it takes to complete ESPORT. The record ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 79 time to date is 1.5 hours. Of course, the reverse is also true, the less computer literate and lower functioning they are, the longer it takes - an average of 3 to 4.5 hours” [Personal communication, March 14, 2006.]) In comparison, Vancouver users at SUCCESS, ISS, and MOSAIC, working with an varied immigrant clientele whose common need was mastery of English, found that 8 to 20 hours were needed to complete ESPORT. Part of this time was spent orienting clients to new language and unfamiliar cultural and linguistic concepts. Once clients were more used to Canadian terms for employment, training, and experience, and were more comfortable with Canadian workplace laws and customs, the time required was less. Thus, time to complete varied, depending upon clients’ backgrounds, needs and interests, previous educational and employment experience, and program focus and intentions. As well, as noted above, the question of “completion” caused some pause for reflection. The tendency to seek immediate applications of new learning means that some clients contentedly took what was relevant from a training program and immediately attempted to use it to solve real problems; their motivation was limited to addressing immediate issues. Some non-completers, therefore, may actually have gained what they wished from the program and, without “finishing” all of its elements, decided to take what was relevant and immediately pursue other priorities (Rovai, 2002). Longitudinal studies of clients, unfortunately rare in education and training (though often recommended), would help clarify these issues (Broughton, 1984; Patton, 1982, 1986; Kuehn, 1994). It is one of the recommendations of this study that behaviour and outcomes of clients who have used ESPORT be monitored longitudinally. Participant adoption and users’ views of ESPORT In order to assess attitudes toward ESPORT, and experiences of clients, facilitators, and administrators, surveys of the opinions of clients and facilitators were conducted at various times during the project, including initially and at project end. The surveys, conducted by phone, e-mail, or face-to-face, were intended to answer to the following questions: ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 80 Clients: 1. What is the client’s overall impression of ESPORT? 2. Specifically, what ESPORT elements are viewed as helpful? 3. What are the clients’ goals related to ESPORT and other services and resources? 4. Other comments. Facilitators: 1. What problems or successes have emerged with ESPORT for clients, from view of facilitators? 2. What requests do facilitators have for further information, assistance, or resources for themselves? Administrators 1. What program impacts does ESPORT have? 2. What special demands are placed on administrators, managers, or programs by ESPORT? Surveys were accompanied by introductions and instructions in the form of an explanatory cover letter or, in the case of face-to-face discussions, by an explanation of the purpose of the inquiry. Respondents were assured anonymity. Feedback after initial training. Results of early surveys, conducted immediately after training and concerning the effectiveness of training and orientation, revealed the following: 1. Immediately after completion, both clients and facilitators generally rated their training experiences positively. 2. The groups generally agreed with each other in their ratings (rank-order correlations of .35, an indication of at least “moderate” agreement, were observed). 3. Some disagreement was observed on some issues. Even though both groups were quite positive, facilitators were more likely than clients to believe that: a. Clients would use their ESPORT portfolio when looking for a job. b. Clients knew their potential occupational skills better after using ESPORT. c. Clients found the portfolio builder useful. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 81 4. Clients were more likely than facilitators to believe that: a. They would like to use ESPORT more. b. They found the self-assessment tool useful. The overall conclusion from early post-training surveys was that both clients and facilitators perceived potential value in ESPORT in relation to career development objectives, though perhaps in somewhat different lights, and tended to see most aspects of ESPORT as potentially useful. As implementation proceeded, participants were asked by the evaluators to provide further details about their use of ESPORT, and their views of its value. Clients, especially those who had attended the program prior to its acquisition of ESPORT, provided interesting perspectives on the question of ESPORT’s impact and contribution. Responses suggested that clients felt ESPORT provided these positive elements (pros): program variety; a more accurate (useful for discussion) assessment of skills and experience; access and self-direction opportunities; flexibility for users; employment-ready materials (letter, résumé); and a useful record of achievements. Potential negatives (cons) included reading levels and language usage (terminology – especially for immigrants); and the time and role changes required to complete ESPORT components. Pros. ESPORT constituted a new element of the programs in the demonstration project, and others included in the evaluation. Clients viewed the presence of ESPORT as an additional resource, and an alternative activity, alongside the regular program. With elements of the regular program, and in combination with PLATO (where learning plans could be addressed), ESPORT provided clients with a variety of activities, including skills assessment and enhancement, personal development, career reflection (including, in the case of immigrants and inmates, opportunities for career reconsideration) and occupational choice, and employment transition. Several clients noted that the presence of variety contributed to their motivation to attend and complete the program. Related to the above, as a result of ESPORT clients (and facilitators) often mentioned that they had a more accurate view of clients’ abilities on which to base their decisions and advice about future employment. In some cases, it was noted, the assessment was more ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 82 positive than the client had expected: clients were sometimes surprised at how their previous work or life experiences might be translated into work-related advantages. (One facilitator called these “hidden skills.”) Especially in particular environments (corrections, JHS, Youth Employment Services, immigrant programs), such results created a more positive, hopeful environment, which facilitators could use to encourage clients to engage in other program activities. The fact that some programs that had not previously engaged in employment-directed counseling could do so was also mentioned as a positive new development afforded by ESPORT. Although clients did not use the terms, it was clear from comments in this area that ESPORT’s focus on skills and experience, rather than on credentials alone, was a refreshing change in perspective, and usually resulted in a different and generally much more positive slant on clients’ employment and career prospects. For clients with home Internet access, the availability of ESPORT from any browser was mentioned as an advantage. Again, some populations (i.e., immigrants) were especially keen to spend as much time as possible with the system, and so might access from home or from other sites after program hours. In terms of adult learning theory, flexible access was seen as fostering and rewarding the self-direction of independent learners (Grow, 1991), and was thus viewed positively by programs. One client, not an immigrant, expressed her satisfaction with this feature of ESPORT, commenting that she enjoyed having an online activity she could manage herself, relatively independent of the facilitator (also, using a computer for this purpose was seen as prestigious). An almost universally acknowledged strength of ESPORT was the portfolio, especially the résumé. Clients who had not done a résumé before found this element of the program uniquely useful (clients are aware that almost all jobs beyond the most menial require a résumé or a CV). Previously, this requirement had been a barrier to employment for some. Even clients who had a résumé often found that the ESPORT document had advantages (although this was disputed by some, as noted above, and also below). The ability to take copies of documents and ESPORT records away at the end of the program, electronically or in print form, was also viewed positively. Clients were gratified to be able to show others the results of their work, and portability of the results made ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 83 further upgrading or future updating of the portfolio at least potentially possible. (This is a another question for longitudinal follow-up study.) Finally, some clients mentioned they found the experience of talking with the facilitator about their past experiences and future plans enhanced by the structure provided by ESPORT. The system sequenced the conversation, and provided materials that could be focused on. This point seemed to be related both to the fact that ESPORT permitted clients to work ahead of the facilitator, and then created an occasion for the two of them to sit down over the results of the client’s work. Clients who mentioned this seemed to find taking control of a portion of the counseling process empowering and satisfying. The fact that clients sometimes worked with each other as part of this process, providing an occasion for peer-to-peer exchanges and interaction, was also mentioned as satisfying to some. Some negatives were also identified by clients and facilitators. A common comment was that the ESPORT reading level, and some aspects of language usage, were problematic for some. The specific cases varied, but the underlying comment was that ESPORT occasionally used words or phrases that were unfamiliar (i.e., “betterment” of society, rather than “improvement”), or that caused questions or uncertainty, and required interpretation and clarification by the facilitator. This problem was seen as compounded if the user was not a native speaker of English, or was an immigrant, as cultural differences then also became involved. Another potential problem, based on a wider underlying issue, was the time required to complete ESPORT. Several programs found ESPORT too time-intensive, requiring both more time for clients than they were accustomed to spending, and making more time demands on facilitators than they were used to making available to clients. Estimates of the time required are provided for various types of clients elsewhere in this report; overall, the commitment seemed to vary, from 10 to 15 hours in some programs (the range was 1.5 to 5 hours at Sask Pen). Related to the above was the issue of the role of the facilitator vis-à-vis ESPORT. As the project unfolded, it became clear that some programs and facilitators did not regularly allot extended time for client contact. In some programs, the role of the facilitator was to assess referral options for the clients, and then make the necessary referral elsewhere. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 84 ESPORT required these programs and facilitators to spend more time, and to spend time differently, with clients, a change in their behaviour some were unwilling or unable to make. This issue was not resolved in the project, but its presence became a significant finding. Finally, as hinted above, there was some dispute about the format of the ESPORT résumé, especially in relation to format already in use. Some facilitators felt their existing format was superior, or argued that employers were used to seeing the information displayed in a certain form. Ongoing discussions about format occurred during the project, though no final resolution was achieved by project end. (Feedback from employers about the ESPORT résumé, as reported by some programs, indicated that the format was acceptable, so the debate was over relative merits, and, probably, familiarity.) This is yet another question for longitudinal study. Client feedback, project end. In the final stages of the project, a questionnaire seeking client feedback and suggestions was distributed to all project sites (Attachment 6). A total of 55 usable questionnaires was received, principally from two programs. Data from these questions were entered into the qualitative analysis package ATLAS.ti (http://www.atlasti.com/) for analysis. The following tables show the clients’ perceptions in relation to the experience of using ESPORT, and the perceived usefulness of ESPORT, based on responses to the Likerttype questions (survey numbers 1 to 4, and 5 to 11; see Attachment 6.) Table 11: The experience of using ESPORT as perceived by clients. Item 1. ESPORT was easy to learn to use. 2. I enjoyed using ESPORT. 3. I was able to get help with ESPORT from a facilitator when I needed it. 4. I would recommend that other students use ESPORT. N 53 53 Mean 3.21 3.11 S.D. .631 .698 Rank 2 3 52 3.31 .612 1 51 3.10 .781 4 Likert scale: 1 = Strongly disagree; 2 = Disagree; 3 = Agree; 4 = Strongly agree. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 85 Table 12: The usefulness of ESPORT as perceived by clients. Item 5. Self-assessments of interests, skills 6. Lists of occupations 7. Job futures 8. Choosing an occupation 9. Using the Portfolio Builder (résumé) 10. Learning plan 11. Talking with the facilitator about your possible future work in Canada N 51 52 51 52 48 46 Mean 3.18 2.76 2.92 2.71 2.73 2.87 S.D. .793 .942 .744 .893 .939 .806 Rank 1 5 3 7 6 4 49 3.16 .746 2 Likert scale: 1 = Not useful; 2 = Somewhat useful; 3 = Useful; 4 = Very useful. Table 11 indicates that all items were rated between “agree” and “strongly agree” (3 to 4 on the Likert scale); Table 12 shows that the lowest usefulness rating was for Choosing an occupation, but that 5 of the 7 items were rated between Likert rating 3 (“useful”) and 2 (“Somewhat useful”). Further examination of the data showed that on all eleven items the median and the mode were 3 (on item 5, there were two modes, with equal selections of Likert ratings 3 and 4), suggesting that the lower mean ratings were due to outliers – a small number of uncommonly low ratings. The two groups who accounted for most of the responses differed on only one item (based on analysis of variance [ANOVA]): on item 6, one group’s mean rating was 2.40, while the other’s was 2.95 (F = 4.53, p = .038). An apparent explanation was that the group with the lower rating included more clients at a higher functioning level, whose ESPORT results were less often relevant to their interests or experience. This was confirmation of the observation made earlier about the importance of selecting appropriate candidates for ESPORT (entry-level), and for facilitator intervention to help clients interpret potentially problematic or puzzling results. More information was obtained from the free-response portion of the questionnaire (items 12 through 16; see Attachment 6). The five most commonly mentioned positive aspects of ESPORT were the following (examples are verbatim from the clients’ responses, except for some minor editing of spelling, and of grammar where sense might be jeopardized): 1. Self-assessment – 12 mentions ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 86 a. I like answering the 50 questions about how much do I like/dislike doing something. It was very helpful for me to get the clue what I am good at. b. Systematically summarized your skills and qualifications. c. May find something that one did not know about himself before. d. Self-assessment is the best thing because it helps you to know yourself in Canada. 2. Learn more about new occupations (10 mentions) a. Being able to see the different occupations. b. The job list job description and self-assessments. [also counted in 1, above] c. Skills requirements for every job title with rank. 3. Learn job requirements (8 mentions) a. Know the necessary skills of the occupation. b. I did pick up some useful phrases so I know now what my strengths are. c. The specific requirements are needed by the variety of occupation. 4. Résumé (7 mentions) a. Learn how to write a résumé. It is very important for me! b. It helped me with building my résumé. 5. Easy to use (6 mentions) a. The resource system are step-by-step is easy to use. b. Easy to learn and use. Saving time when do all the related activities through one package. The most commonly mentioned negative aspects of ESPORT were as follows (number of mentions in parentheses; only those weaknesses mentioned more than once shown): 1. Number and type of careers limited (entry-level only) (5). [See also 3, below] a. It tends to limit one within a certain scope while they actually are able to go beyond. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 87 b. To add more samples with different specialties. c. Update list of occupation. 2. Negative aspects of the résumé (5) a. It would be writing the résumé. I would like more in real life. b. I don't like the sample résumé. 3. Not enough jobs shown (4) a. Sample [of jobs] is not enough. b. The list of occupations is not enough. c. List of occupation is too small. 4. Difficult to use the system (3) a. Difficulty finding stuff on the site. b. On the whole this system is too complicated … [a]nd there is no visual difference between the different sections which is very confusing. Of note in the above are these facts: 1. More positive than negative observations were recorded. (Note that, as shown in Attachment 6, there was a slight bias toward positive replies in the presentation of the questions: clients were invited to provide positive and negative observations, then were asked what they had learned, and finally were asked for any other comments. Negative observations would have been possible in 2 replies, “What did you like least…?” and “Any other comments” while positive or neutral replies would have been expected in response to three questions: “What did you like most?”, “What did you learn from ESPORT?”, and “Any other comments.”) 2. The primary source of negative comments was the entry-level focus and consequent narrow scope of occupations in ESPORT. As noted previously, this emphasis is deliberate, and is a core focus of the “essential skills” aspect of ESPORT: the first line of the ESPORT website reads, “ESPORT is an Essential Skills assessment and planning tool to help people prepare for entry level occupations” ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 88 (http://www.esportfolio.com/Project_Site/index.cfm?display=introduction). Nevertheless, some clients seemed not to be aware (or accepting) of this limitation, regarding it as a weakness, and thereby perhaps revealing a potential communications or perception problem in relation to ESPORT. 3. Positive comments concerned self-assessment of career options and aptitudes, information about careers, and preparedness, via the résumé, for job seeking. Since the portfolio (including the résumé) is a major element of ESPORT, this suggests that the system is relevant to these clients. 4. Some other revealing comments of interest, in assessing the relevance of ESPORT to the immigrant audience, included (from various parts of the freeresponse portion of the questionnaire: a. I found my job futures with ESPORT. b. Talking with the facilitator. [Somewhat oddly, this was listed among activities the client liked least. In fact, interacting with the facilitator is regarded by its developers, as noted previously, as core to ESPORT.] c. There was little that I disliked about ESPORT. d. Wonder if it is designed for multiple cultures? Some circumstances created in ESPORT does not reflect in some culture. [This comment referred to some of the examples and language used in ESPORT, identified as problematic for immigrants; see comments above about the practice of developing a glossary for immigrant users.] e. It is possible to do all the self-assessment and career planning at home instead of taking part in any job-training program. f. I learned how to choose my new job by using the ESPORT. g. I used PLATO for learning materials. I think it is helpful. h. Average income, unemployment rate and prospect for each job provided by government. It's very helpful to choose proper job. [This refers to the job futures information provided on prospective careers, by HRSDC.] i. Very helpful for them who haven't career goals; less helpful for professionals and people have clear goals for them to know the step-by-step career path. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton j. 89 Just keep what you have done! Requirements for successful use of ESPORT One of the key questions posed for this demonstration project was, “What does it take to make ESPORT a success in a program?” At various point in the project, when participants (facilitators and administrators) had accumulated sufficient experience, they were asked to address this question. The following summarizes the comments received. 1. Facilitators must believe in the ESPORT program, and clearly exhibit their confidence in the program to clients, administrators, colleagues, and referral agencies. Further, facilitators must have confidence that the interventions and information of the kind used in the ESPORT program are of potential value to their specific clientele, and must know how the potential value can be realized in their own actual program situation. (It was noted that clients are very perceptive about what facilitators truly regard as core elements of the program, as opposed to mere busy-work; facilitators must convey a positive and confident attitude toward tools such as ESPORT.) 2. Facilitators must know well and be proficient with the uses of all aspects of the ESPORT program. Ideally, to assist them in understanding the system, facilitators should take the time to go through the ESPORT program as clients do, so that they experience directly how clients are handled by the program, and what they go through as they complete it. (One estimate was that this process would take about 1.5 hours.) With this background, facilitators should be able to answer detailed questions from clients, spot potential problems for their clients early and deal with them effectively, and, overall, be able to appreciate any problems or questions clients may have with the program. 3. Facilitators should be to explain to clients ESPORT’s potential usefulness to them, and also, based on their knowledge of individual clients and of the program, how specific ESPORT components or activities will address the needs of individuals. Facilitators must individualize the program, and maximize its impact, in one-to-one ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 90 interactions with clients, based on their knowledge and understanding of individual clients’ needs and backgrounds. 4. Facilitators must be able to explain the structure and content of ESPORT in general, and should describe and discuss with the client each step in the ESPORT process, before the client begins use of the program, and before each important undertaking within the program. For maximum benefits and better client motivation, facilitators should brief the client before each ESPORT section, observe the client’s online interactions, and examine and discuss the client’s results immediately afterwards. In summary, according to one description, the facilitator must be present, knowledgeable, willing, and accessible throughout the client’s time in ESPORT. (Not all of the interaction need be live or synchronous. One facilitator provided written material to clients prior to their first ESPORT experience, but did not assume that they would have read or understood everything contained in the print materials. In this case, the written material served as a starting point for a detailed discussion of each client’s individual expectations and previous experiences, and provided highly motivated clients with information they could access at their leisure.) 5. Related to the above, facilitators should know their clients’ academic backgrounds, their actual reading and comprehension levels (functional literacy levels), and their computer literacy and comfort levels. As reported earlier, it became clear that the level of overall computer literacy required by ESPORT was minimal, but frustration would develop when clients did not possess the skills expected, or could not make the computer work in some way. Overall, it was determined from this and other studies that ESPORT requires about a functional grade six literacy level for users (clients) to function with some degree of independence. Those with less than grade six literacy can use ESPORT productively, but it was found that they require more time and attention from the facilitator. The key finding here is that facilitators must be able to adapt program conditions (including their own availability) to clients’ expectations and capabilities. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 91 6. It is highly desirable for the facilitator to observe the client directly and closely during use of ESPORT, especially in the early stages. One facilitator arranged her room so that she was able to see the clients’ computer monitors while they worked. She was available for any questions the client chose to ask, but could also initiate interventions based on what she observed. In this way, even clients who were reluctant to ask for help would be likely to receive timely attention. 7. Facilitators should have access to clients’ online records at all times while clients are using ESPORT. Facilitators should use these ESPORT records to examine progress, monitoring clients’ decisions and, hopefully, detecting any problems or frustrations. At the end of the clients’ experience, records and products such as résumés should be printed and given to the client, and any records available should be downloaded to disk, so that clients are able to leave ESPORT with concrete evidence of their achievements, including documents usable by them in the future. 8. Facilitators should have available to them a printed copy of the ESPORT program, indexed to allow ease of navigation. Online experience provides information about ESPORT, but during the learning stages, and for those with less experience, a printed version of the program can be very helpful. (The facilitator who made this suggestion had, laboriously, made her own paper copy, consisted of 50 to 60 pages.) The printed copy can also be very useful in discussions with clients, colleagues, administrators, and visitors about specific aspects of the program. 9. The system must be cost-effective. Administrators and bureaucrats often expect that ESPORT, as an innovation, will be as cost-effective as whatever it replaces. Effectiveness is important, but unless cost-effectiveness can be demonstrated, the system will not be adopted widely. 10. The above notwithstanding, if ESPORT is a complement rather than a replacement to existing programming elements (as in the case of the John Howard Society, Ottawa, program), different criteria may be applied. In the JHS case, as a complement ESPORT was designed to supplement the tools and services the organization was already providing. The question in this case was, Does ESPORT augment and enhance the program’s capabilities, in a cost-effective manner? (Cost-effectiveness was ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 92 determined here more on outcomes, and less on comparisons, as there was nothing presently in the program with which to compare. This may not be true for all programs.) 11. The program must be robust. Any technical problems that arise must be addressed quickly and effectively. (Programs do not have the time or the technical resources to attempt to support an unstable tool, nor do their clients have the patience to tolerate failures of the technology.) The system must also be field-tested, to reduce annoyances such as typos and formatting inconsistencies. 12. When working with clients, facilitators must know how to ask the right questions, and be willing and able to follow-up. One participant in the evaluation stated that the optimum facilitator is a teacher, because teachers know (or should know) how to ask timely, probing questions, and deal with varying responses; teachers are trained to have concern for each person’s personal development, over and above, for example, economic issues; and teachers have (or should have) a good sense of when someone is struggling, when help is needed, and how to offer assistance in a form that will result in its being accepted. Another participant disagreed with this view, stating, “I definitely agree that teachers possess a lot of skills that would make them great facilitators; however, ESPORT uses a client-centered approach where teachers are usually more task and curriculum driven.” The difference of opinion appeared to be based on assumptions about how teachers who are facilitators, and facilitators who are not teachers, employ ESPORT. While their assumptions are different, both make the point that ESPORT requires facilitators ultimately to work individually with clients, no matter how the program is structured or used to managing these interactions. This point has been made previously in this report, and is a central finding of the project. 13. ESPORT must demonstrate inherent value, making a concrete contribution to the effectiveness of an agency’s overall educational program. Clients must benefit; facilitators and other observers must be convinced by results; the agency must be able to find and allocate resources to support it; and funding agencies must be able to justify any additional costs in terms of the value added to programs. There must ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 93 be real benefits to ESPORT, and these must be obvious to those using or observing it, as there is always competition for resources. 14. A respondent, who had not had much experience with ESPORT at the time she addressed this question, added that ESPORT had to be useable by clients with limited language and cultural backgrounds in Canada. Agencies engaged in immigrant settlement activities, language training, career planning, and job search prefer systems that address their clients’ needs and respect their characteristics and new Canadians. For ESPORT to be of value, clients need to understand and work with the program with minimal facilitator support at the level of technical operations. Facilitators (case managers) are available, but their real work is to help with career planning and job search; they did not want to become technical support workers. 15. An administrator added another to the above list – champions – defined by Dilworth and Willis (2003) as “those who care, those who can, and those who know” (p. 68). The project demonstrated that, without the presence of a champion, the usual demands of daily life in programs can overwhelm freshly learned skills, and displace good intentions. Where a champion was present (i.e., Ottawa John Howard Society), major gains in understanding and usage were seen. This finding is predictable, given the well established literature on diffusion of innovations (Havelock, 1973; Rogers, 1983; Schrage, 2002). ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 94 Conclusions General adaptation. This project was intended to demonstrate the potential usefulness of ESPORT, for clients of programs intended to help them find and secure entrylevel employment. An additional purpose was to determine whether an online program such as ESPORT could extend access to useful advice and information to clients outside of attendance in regular employment-preparation programs, so that their time with case managers and counselors could be spent on higher-order activities, and less on recalling, and recording basic information, and completing forms. The evaluation project included fifteen sites across Canada, of varying types, sizes, client characteristics, programming content, and structures. While different in many ways, all the programs had in common a focus on the needs of low-skill-level individuals seeking entry-level employment, and requiring counseling to determine what skills and experience they already had that might be of use in their quest. Client characteristics, facilitators’ roles, e-programming. One of the key discoveries of the project was the importance of selecting clients who met the above profile, or assuring ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 95 that clients (and programs) understood what ESPORT could and could not do for them, especially if the clients’ ambitions were not limited to entry-level by their qualifications, motivations, or existing skills and previous experience. Some programs failed to select clients by these criteria, or failed to advise clients of ESPORT’s focus on entry-level jobs and skills. Clients with more training or experience, of with higher expectations, were unlikely appropriate or appealing occupations suggested by ESPORT. If, however, they knew that ESPORT would focus on entry-level occupations, and if they were prepared to undertake the self-assessment and portfolio-building activities associated with this understanding, even higher functioning clients could gain advantages from the exercise, especially if the insights and support of a skilled facilitator were also available to help with interpretation of ESPORT’s results. Equally important was the willingness of facilitators to adapt to ESPORT’s demands on them. Simply put, ESPORT required the sensitive and timely availability and intervention of a facilitator, for most clients (but not necessarily all; see in earlier sections comment on SERCO employees, and well educated and highly motivated immigrants). To be successful, most clients needed the input of the facilitator at certain points in the process, especially if ESPORT provided suggestions or results that were unexpected in some way. The most successful users of ESPORT in the project were those who managed to monitor client use of ESPORT, and to intervene in the timely manner with personalized advice, encouragement, interpretations, and additional information. Some users in this project were creative in thinking about the role of the facilitator in relation to clients’ needs. Based on their experience in the pilot, one site suggested that the role of e-facilitator be established. An e-facilitator would use technology to support clients, who need not be located in the vicinity at all. In one version of this concept, potential immigrants could even be overseas, enrolled in pre-landing programs designed to help them understand Canada better, and to prepare for the kinds of decisions and adjustments they would be faced with when the immigrated. A related role for facilitators was ecoaching, a process of helping clients capable of commencing the ESPORT process to do so while still in their home country. Results of e-coaching with ESPORT were expected to include profiles containing potential entry-level jobs (with detailed job-futures information, ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 96 to assure understanding of wages and conditions), and learning plans detailing the skills clients might acquire, to enhance employment prospects. The concept of e-programming around ESPORT was based on an analysis of clients’ needs and ESPORT’s capabilities, in relation to present programming. In general, the following were thought to be valuable elements of ESPORT in relation to the needs of clients seeking entry-level work: 1. A reality check about personal readiness and possible employment. With the input of the facilitator, an opportunity to review past employment and general life experience for relevant skills, and, if motivated to do so, to develop a plan to undertake specific skills upgrading to enhance future employment prospects. 2. A visioning exercise, in relation to the client’s personal future. Several programs noted that ESPORT provided an opportunity to review more than career plans, especially if the clients was considering academic upgrading or skills training in relation to a fundamental career change. Plans like these had the potential to change the client’s financial, personal, and social outlook, and employment prospects, substantially. A long-term plan, or image of the future, that went with such changes was thought to be important, again requiring the sensitive involvement of a facilitator for those willing to engage in this type of planning. 3. Building confidence. An effect of ESPORT could be enhanced personal confidence, and confidence in the future. Self-esteem was also seen to be affected by clients who successfully used ESPORT to plan important personal changes. 4. Enhanced skills. Motivated clients left ESPORT with more skills (and confidence in their ability to apply them). Almost more important than the skills themselves was the confidence gained in this part of the process. 5. ESPORT provided a learner-centred experience. Clients who benefited from the services of a skills facilitator found information and recommendations specific to themselves. 6. ESPORT also provided 24-7 access, and the ability to work self-directedly and independently for those motivated to do so. Many programs offered very traditional Monday to Friday, daytime, site-based, supervised access only. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 97 ESPORT was potentially available anytime, anywhere, a fact that was appreciated by some clients even though it may not have been heavily promoted by the program (see comment e, p. 88, above). 7. Connections directly to prospective employers were provided through affiliation with ESPORT and some offering programs. Programs that had such connections were able to provide especially effective opportunities to clients seeking immediate employment. Programming implications. Use of ESPORT meant that programs had to continue to make their counselors available to clients as facilitators. Some programs apparently expected that ESPORT would reduce their manpower costs; with ESPORT available, they seemed to reason, facilitators might not have to be. This is the classic productivityperformance question, which often arises when a new technology becomes available (Fahy, 1999). ESPORT could be seen as changing the performance capabilities of user organizations: with ESPORT, agencies could address needs they had previously not been able to address, could provide more independence to clients (rewarding their initiative), and could be more efficient in their job counseling tasks, especially in helping clients find employment opportunities. The important point is that these advantages do not necessarily result in bottom-line financial savings, however. Users quickly accept, and then come to expect, certain performance capabilities from service providers: like ATMs or online booking services that no credible bank or travel agency could exist without, it is rapidly becoming an expectation of training and education providers that distance access and selfdirected versions of courses will be available to those who want or need them. Some programs had not yet accepted this, and problems for some participants in this project resulted. Another aspect of this question is illuminated by Welsch (2002). He argues that, especially in relation to new learning technologies (“e-learning”), corporate readiness is vital. Corporate readiness is defined as including cultural, structural, and financial preparation. Structural issues include technical infrastructure (including, besides hardware, technical and support staff, and training); cultural readiness encompasses willingness and ability of key managers to support the innovation, and any barriers in the organization’s history or ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 98 mythology that might mitigate against it. Financial readiness is the only real requirement for innovation: if the organization cannot afford to adopt a new technology, it should not do so, Welsch argues, even if the culture and structure are supportive and ready. One of the reasons that demonstration projects such as this one are conducted is to show how organizational goals can be addressed with innovative approaches. But the decision to adopt a new tool or approach requires resources that may not be immediately available. (The culture and the structure of the organization must also adapt to the pending changes. This question, in relation to Welsch’s typology, is further discussed below.) All the programs involved in the project faced the issue of financing the acquisition of ESPORT after the project ended, and many, as noted before, faced the need for major organizational structural and cultural adjustments, too. The project resulted in some significant outcomes for service providers, related to their experiences. The following are programming implications of some of the findings of the ESPORT project. 1. ESPORT provided a one-stop, consolidated resource “package” for client counseling related to entry-level employment, as opposed to use of multiple resources and sources. Programs involved in this project sometimes already had existing resources or approaches for assessing clients’ present skills and potential employment prospects, but ESPORT provided a tool that pooled these resources and presented them in a coherent fashion. (The continued use of existing materials was an issue for some programs, who were loathe to give up familiar tools and processes. See comments below about “pre-ESPORT” preparations and considerations.) 2. The project’s results suggested to some programs that there was a potential for distance monitoring and facilitation of some client groups. As noted above, some programs planned to make use of this potential by developing and testing e-coaching and e-facilitation methods, even using the model with overseas clients. The concept of enrolling and programming distant clients for at least part of the program was a new one for many of these programs, and comprises a ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 99 new but potentially promising departure in career preparation training for many of them. Further project-based testing of these concepts is clearly warranted. 3. Related to the above, some of the programs working with immigrants reported interest in addressing the needs of international clients for pre-landing preparation, prior to immigration to Canada. The ESPORT model suggested to some of them ways in which pre-landing programming might be structured to assure that potential immigrants gained information about and understanding of their likely employment prospects prior to immigration to Canada. (These programs accept that there are direct implications for distance e-coaching and efacilitation still to be worked out.) 4. Implicit in the above was a new thrust for some programs, into the international market for services for immigrants and prospective immigrants. Immigration is and has historically been a central element of Canada’s national manpower strategy, and as such requires that government programs anticipate and attempt to address the needs of newly arrived persons who may not present personal or employment characteristics Canadian employers expect. Because of the distance capabilities of ESPORT, its applications to potential markets is promising and of interest to some participants (although the viability of this option was not specifically addressed in this project, its feasibility seems plausible). Overall, the project suggested that ESPORT might help address what one participant called the “three lacks” of many clients. Although she was speaking specifically of immigrants, these three points relate to the training and personal needs of many entry-level clients. In this view, clients may lack and therefore benefit from programming that addresses: 1. Language skills. The ability to speak fluently and understand one of Canada’s official languages is critical to many entry-level positions, and to socialization. 2. Cultural awareness and orientation. Related to the above is the effective adaptation to Canadian cultural institutions and conventions. A central part of most ESL programs, cultural adaptation directly impacts the employment prospects of immigrants, and others seeking entry-level employment. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 100 3. Career development skills and knowledge. The ability to move beyond entrylevel employment requires a personal vision and a strategy based on understanding of employment requirements and personal abilities and interests. ESPORT was viewed as providing the opportunity to address these systematically, with a program capable of providing further experiences, referrals, and resources. Technical issues. It was clear early in the program that technical stability was critical to ESPORT success. Some programs early on experienced technical problems directly affecting clients. Regardless of who was responsible for the problem, morale and interest in ESPORT was quickly affected when these events occurred. The lesson clearly contained in this finding was that users do not distinguish responsibilities, or technologies: when things go wrong, they blame the program, and they generalize their disaffection to everything in it. The moral is that every element of an innovation like ESPORT must be tested for readiness to perform under field conditions before implementation (Reynolds & Iwinski, 1996; Kirkpatrick, 1994, 1998). A corollary (and an area in which ESPORT was seen as successful in this project) is that, when detected and reported, technical problems must be addressed quickly and effectively. Community of practice. The project attempted to develop a community of practice (CoP) among users. In order to establish this, some online methods were employed. At the level of project management and administration, an effective network was initiated, and good results were obtained in enhancing communications, responsiveness, and feelings of connectedness among those working on the project. Among facilitators and clients, however, the CoP concept was not adopted. The potential value of CoP for an innovation such as ESPORT remains to be thoroughly investigated. There are findings in the literature (Saltiel & Russo, 2001) that suggest CoP would be a useful and effective support for users of an innovation such as ESPORT. Reasons for the decision not to extent CoP membership to practitioners included the enormous pressure facilitators were already experiencing to make ESPORT work in their programs. Most of them, it was felt, were not able to add one more time- and energyconsuming activity to their already busy program days. ESPORT project managers were ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 101 keenly interested in offering a CoP experience to facilitators, but whenever the idea was discussed with the Advisory Group, facilitators themselves, or their managers, the advice was to delay until there was less pressure on the potential participants. This advice was reluctantly accepted, probably wisely so. A explanation for the lack of involvement with the CoP was the fact that Yahoo Groups was used for CoP interactions. Yahoo Groups is a tool that is accessed outside of ESPORT itself. Users may have found the process of leaving ESPORT to check for messages inconvenient enough that participation was affected. Regardless of the reasons, the concept of a CoP for ESPORT users is sound, and should be pursued in future implementations. Assessment of adoption, and early response to any issues, would facilitate adoption. Instructional practices. As facilitators worked with ESPORT, various strategies were developed for adapting it to program requirements. The following is a list of some of these. While in no particular order, they illustrate the creativity of users, and the types of learning problems they encountered and addressed. 1. Supplementing ESPORT assessments, some programs asked clients to write paragraphs or to produce other evidence of their literacy skills. As a check of language skills and approaches, and of clients’ work habits, some facilitators found the information generated useful in their counseling. 2. Some programs that used PLATO alongside of ESPORT requested that additional alignments of PLATO elements (essential skills instruction) be developed, to address specific employment goals or client needs. Components of PLATO are able to be rearranged in a way that individualizes instructional content; facilitators who were aware of this capability became interested in employing it. 3. A common observation of facilitators was that their clients usually seemed very aware already of their academic weaknesses and needs. Their concern as counselors was that clients not experience another negative experience with ESPORT or PLATO. Approaches that broke up the testing or self-assessment process, or that used alternate assessment tools, were often employed to deflect ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 102 this possibility, however remote. It was apparent that facilitators had the welfare of their clients at heart, and that the amenability of the ESPORT and PLATO systems to alternate uses was viewed as a significant strength. 4. Many programs made use of volunteer tutors or unpaid facilitators. It was common in these programs for peers to train others on the use of ESPORT, as, with turnover, this was necessary but formal retraining was impractical. It was a boon that ESPORT was able to be demonstrated and learned quickly, in the field, and without extensive practice or tutoring for new users. 5. Mentioned earlier was the concern of some programs for the “soft skills” deemed essential to employability: teamwork, reliability, punctuality, willingness, a positive attitude, customer/service focus, etc. The comment was heard that a computer system like ESPORT could be programmed to do only so many things, and that employment readiness programs, through their counselors and facilitators, had to furnish the other required skills and attitudes. (This was, as observed earlier, one of the reasons for ESPORT’s consistence emphasis on the central importance of the facilitator.) Most programs continued to emphasize these “soft skills,” as well as those contained in ESPORT; the comment that more time was now available for attending to these, with ESPORT looking after the other aspects of the career preparation process, was also voiced. 6. Some facilitators took over keyboarding from clients whose literacy or computerliteracy skills were minimal, while others required their clients to do their own inputting of all required ESPORT elements. Neither system seemed clearly superior to the other; it appeared that the rapport between the client and the facilitator was the determining factor in how the client responded. (Where clients did their own keyboarding, more time and computer resources were usually required.) As noted above, the practice of combining clients into mutually supportive cohorts was tried briefly by some programs, but with generally indifferent, or at least inconclusive, results. Cohort programming was not a design feature in the original concept of the project, and training was not systematically provided on the concept. As the project proceeded and ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 103 various practices were tried with different client groups, it became apparent that peer-topeer interaction could be of value to the clients involved, and could reduce or change the workload on facilitators and other program support staff. Results reported in the adult education literature suggest that cohorts can be useful educationally, and can contribute to the social and cultural adaptation of clients for whom these are program objectives (Saltiel & Russo, 2001). The applicability and usefulness of cohort methods of support for applications such as ESPORT and PLATO merits further investigation. ESPORT “readiness” As the project proceeded, it became clear that some programs were more successful than others in adopting ESPORT. The reasons varied, but there was a clear suggestion that some programs were more “ready” than others to make the adjustments necessary to programming, staffing, and organizational resources, in order to permit the time and interactions necessary to achieve ESPORT’s potential impacts. The concept of readiness is not unfamiliar to educational and social planners and innovators; in some contexts, determining readiness is a core part of the planning process, and an essential part of subsequent evaluation (Pacey & Penney, 1995). In this view, to the degree an organization has a coherent vision of its present and near-future operations, it will be able to select programming elements, and focus on clientele, likely to combine for success. A major finding of this project is that readiness to adopt ESPORT has significant implications for success of the system, and for the comfort of the program and offering organization during the often stressful adoption process (Havelock, 1973; Rogers, 1983). In Welsch’s (2002) view, as suggested earlier, organizations and programs must be ready to adopt an innovation such as ESPORT in terms of financial, structural, and cultural factors. Each of these contributes to the decision to use an innovation such as ESPORT, as revealed by project results, in various ways: 1. Financial readiness: a. Program size and dispersion of potential clients may suggest that e-learning be considered. (The interest of immigrant programs in international ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 104 programming is a potentially important example.) A scattered client group is a reason for considering e-learning (Welsch, 2002, p. 22). b. Programs may wish to consider opportunity costs borne by their clients when considering a system such as ESPORT, which provides 24/7 access from any Internet-capable computer. With e-facilitation, the savings for clients in direct travel and delivery costs, as well as opportunity costs, can be significant. The impact of truly flexible access to career preparation programming, respecting clients’ family and other responsibilities, might be expected to be very great, as, presently, it is rare. 2. Structural readiness: a. The required technological infrastructure to support an innovation such as ESPORT is required, including equipment, maintenance and support staff. As noted above, some programs did not have these in place when the project commenced, and others experienced technical issues as the project proceeded. A major finding of the project is that technical preparations and other structural issues must be addressed to avoid negatively impacting clients and facilitators. b. Programs should consider the costs of updating technologies and system maintenance, as part of a commitment to an innovation such as ESPORT. While these are not great costs, if they are not anticipated their presence can have a negative impact. 3. Cultural readiness: a. In any program, as already noted, instructors and managers must be ready and willing to implement new approaches to training. A readiness assessment may be needed to help pinpoint cultural obstacles and determine their origins (whether, Welsch asks, they are from simple unwillingness or from sort of actual incapability). b. The needs of program staff and others potentially with minimal levels of technology access or literacy must also be considered. As noted in this report, the initial ESPORT training was not able, in some cases, to provide ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 105 users with sufficient skills to achieve comfortable command of ESPORT. Lack of familiarity or unwillingness may in themselves not constitute a reason to discontinue a program such as ESPORT, but planners and managers must consider that the culture may have to be changed by further training, resources, modeling, or, ultimately, management pressure. Welsch (2001) concludes his analysis with the comment that, in regard to the above factors, cultural and structural barriers should not be allowed to stop an innovation, but that financial barriers may cause legitimate delays (p. 24). This comment potentially speaks to the issues of continuity and sustainability that were of concern to some programs. Facilitation. This term must be addressed. The concept of “facilitation” (from the Latin for “to make easy” or “easier”) varied in the programs involved in this project. Some programs appeared to regard their primary role as referring clients elsewhere for treatment or detailed diagnosis of their needs. In these programs, facilitators were unlikely to spend much time, or to engage in serious needs analysis, with clients. In such programs it was also more common to find that clients did not return for repeated interviews, treatments, or consultations: if a decision could not be made quickly about a solution or a referral, the client was unlikely to be seen again. Finally, in these programs resources tended to be superficial: daily papers and telephones (to look up ads for jobs, housing, training, etc.), government or non-profit organizations’ (NPO) brochures or posters, maps and directions (perhaps including transit maps and bus fare), few client-accessible computers or other technologies, and private offices (as opposed to training or group meeting spaces) predominated. The environment in these programs was often sedate, with a feeling of predictability, featuring unhurried conversations, frequent arrival and departure rituals, clients waiting to see those with whom they had appointments, and predictable “quiet periods” – parts of the day, week, or year when few clients were expected. In programs where clients were expected to spend some time, and return repeatedly, however, both the physical space and the dynamics of the environment were different. Here, clients were almost always present, they were seen moving in and out of the facilities where the resources they used (including computers) were available, often in groups and engaged with others, including each other. Facilitators in these programs were less central ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 106 to the process, since clients, after initial screening and orientation, were encouraged to take more responsibility for their own progress. These programs experienced fewer quiet periods, and often had unexpected events, even crises: because they were central to their clients’ lives, many non-program issues were brought in, or intruded, demanding resolution. Facilitators in these programs were engaged in many more roles than tutor, counselor, or facilitator, just as the programs supplied more than narrowly defined “skill training.” “Facilitation” in the latter programs included tasks and roles designed to address (“make easier”) a wider range of clients’ needs. In order for clients to be capable of addressing their higher-order needs, lower-order priorities (physiological, security) had to be looked after (Maslow, 1962). These programs appeared more willing to shoulder the responsibility for looking after more of their clients’ lives than other programs did. Their facilitators were concerned with more of each person’s needs and realities. It is difficult to describe this state of affairs without sounding judgmental about the two contrasting approaches. Without sufficient trainee data, it is not possible to conclude with confidence that one or the other is superior. However, the work of developmental psychologists (Carkhuff, 2000), and cognitive specialists (Glaser, 1976; Gagne, Briggs, & Wager, 1988), suggest that a more holistic approach to learning is almost always preferable to a fragmented or an atomistic one, since learning is a complex process, requiring the engagement of many aspects of the learner’s personality and identity with their cognitive capacities. Cross’s (1981) concepts of personal and situational variables in the success of adult learners recognizes the complexity of factors influencing outcomes in formal learning situations. There are repeated references in this report to the central importance of the facilitator to outcomes with programs such as ESPORT. The principles that seem to describe, even govern, adult learning suggest that, while adults require choices and freedom in learning, they also appreciate and rely upon the help of others, especially those concerned with their success. Peers can provide socialization, and outsiders can furnish information and resources, but someone personally concerned with the learner’s success seems ultimately to be most necessary to maintaining motivation and achieving lasting outcomes. In this ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 107 project, these persons were called “facilitators,” because they were responsible for making learning with ESPORT easier and more effective. They had other responsibilities, most unstated, too, however; they were to be, as Davies (1981) described it, “almost silent, but watchful and helpful.” Their task is difficult to describe but easy to appreciate, and, where it was discharged in this project, the results with ESPORT were superior Summary As reported here, the ESPORT demonstration project succeeded with some users to a remarkable degree, resulting in major changes to program operations: Corrections Services Canada (CSC), based on results at the Saskatchewan Penitentiary, Prince Albert, made the decision to adopt ESPORT for all its correctional facilities in western Canada; the Ottawa John Howard Society decided to make ESPORT a required tool for all incoming clients in its Hire Power program; the Vancouver SUCCESS immigrant program, in addition to including ESPORT in its onsite programs, was considering offering ESPORT for the preparation of off-shore prospective immigrants, to improve their readiness for adaptation to life in Canada – an entirely new initiative for the program. At the same time, some programs involved with the project were unable to make a place for ESPORT in their operations or to successfully incorporate ESPORT into existing programming patterns. Two major explanations for non-adoption were identified: 1. Some programs did not attract clients for whom ESPORT was appropriate, or did not enroll them in sufficient numbers to justify the changes ESPORT required in programming. ESPORT was designed for adults or mature adolescents who possessed positive employability skills and motivations, but who lacked formal credentials, and who were looking for entry-level employment. 2. Some program were unable or unwilling to make adaptations to their programming, staffing, or resource allocations, especially in the areas of time allocation and facilitator deployment and availability, to accommodate ESPORT. Where programs failed to adopt successfully, despite universally positive initial views of ESPORT, positive assessments of its potential, and high levels of ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 108 enthusiasm among staff and facilitators immediately after training, it was suspected that the problems might lie in a mismatch between ESPORT’s requirements and the programs’ provisions. In summary, the project demonstrated that ESPORT could be a valuable programming tool, depending upon various assumptions, provisions, and realizations, including: 1. Appropriate clients, i.e., those seeking entry-level employment, able to offer employers appropriate work experience, skills, maturity, and motivation. 2. Time and facilities provided by the program for clients to assess and reflect upon their skills and employment ambitions, to use the various elements of ESPORT, and, in consultation with an available, skilled facilitator, to work out the implications of the information received and the insights gained from the ESPORT personal and career exploration process. 3. Time provided by the program for facilitators to interact with clients in a timely manner, including determining the clients’ readiness for ESPORT, preparing clients for the time and effort required to use ESPORT (including assessment of clients’ computer skills, and literacy and language proficiencies), observing the results of the various client self-assessments and tests within ESPORT, and providing information about jobs and answers to career-related questions arising from the ESPORT experience. 4. Stable, available technologies permitting reliable, secure access to required online resources. Helpdesk, hotline, or other forms of online assistance for clients who might wish to work with ESPORT from a distance. 5. Appropriate levels of ESPORT and career counseling training and, when needed, retraining, including opportunities to practice new skills to proficiency. (Ideally, at least part of ESPORT training to occur in the facilitators’ home program, with the inclusion of clients from the home program to participate with facilitators in the training experience, as well as becoming the first client-users.) 6. A programming environment where provisions are made for guided client selfanalysis and reflection regarding jobs and careers. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 109 7. Other clients (peers) capable of and willing to provide positive support and interpersonal contact during the ESPORT process, and perhaps beyond (a cohort model of programming). 8. Entry and exit points permitting clients to commence and leave ESPORT flexibly, in response to emergent responsibilities and opportunities. 9. Facilitation and assistance sensitive to and respectful of clients’ needs, abilities, and preferences. 10. Sufficient formative evaluation of results in programs using ESPORT to assure timely response to discoveries and developments, and encouraging programs to creatively adapt themselves and their processes to clients’ career-related needs and interests. 11. Incorporation of ESPORT into existing tools and processes, including personal counseling and “soft-skills” instruction, to assure an appropriate range of experiences and alternatives, consistent with adult learning theory in relation to the learning and development preferences of mature adolescent and adult clients. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 110 REFERENCES Broughton, V. J. (1984). 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Fahy Consulting, Edmonton 113 ATTACHMENT 1 Dates and titles of Occasional Reports Table 13: List of date and titles of Occasional Reports Report # 1 18 Date February 4, 2005 February 22, 2005 March 18, 2005 April 8, 2005 May 17, 2005 June 21, 2005 July 8, 2005 August 12, 2005 August 30, 2005 September 19, 2005 October 4, 2005 October 20, 2005 November 27, 2005 January 27, 30, 2006* February 8, 2006 February 15, 2006 February 23, 2006 March 3, 2006 19 20 21 22 23 24 March 27, 2006 March 31, 2006 April 17, 2006 June 7, 2006 June 21, 2006 July 11, 2006 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Title Readiness follow-up: Cape Breton trainees. Activity update, Cape Breton sites Comments, C. MacLellan ESPORT usage levels, Cape Breton ESPORT usage levels, Cape Breton ESPORT usage levels, Cape Breton Conversation with C. MacLellan – 1 Conversation with C. MacLellan – 2 Readiness survey, Sydney [Cape Breton] trainees Activity levels, all sites ACCESS facilitator phone survey Activity levels, all sites Client follow-up proposal Calgary training follow-up report Conversation with M. Wright, Saskatchewan Penitentiary Conversation with Fran, Youth Employment Resources, Ottawa A step approach to allocating time and resources to ESPORT Readiness report – Youth Employment Resources Centre Records update ESPORT at Saskatchewan Penitentiary Activity update Essentials for success with ESPORT Readiness report – SERCO and Vancouver trainees Phone interviews – ISS and SUCCESS program coordinators *Report subsequently revised. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 114 ATTACHMENT 2 Estimated time commitments [The following estimates were developed by an ESPORT user during the project. While not empirically tested, the project manager believes the totals and the rationale for the time spent are sound.] I would definitely like to spend more time in each stage of the preparation and feedback if more time were available. Preferably, I would like to allocate for each client: Preparing and engaging client – (1 hr) Registration and Introduction of the program – (1 hr) Interest Inventory – (1 hr) Walking client through the essential skills / areas of self-assessment – (2 hrs) Guiding client through choosing an occupation and using resources – (2 – 3 hrs) Portfolio building – Clients spent a lot of time in building the portfolio. They had difficulty in putting ideas into words. Much more input from the counselor is required. I have come to realize that I did not spend enough time with my clients when they were building their portfolio in terms of guidance and assistance. – (3 – 4 hr) More time will be required if the client wants to build more than one portfolio. Learning Plan – (2 hrs) Review /interpret Portfolio and follow-up plan – (2 hrs) Total: 14 – 16 hours (This does not include time spent on guidance throughout the implementation of the Learning Plan.) ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 115 ATTACHMENT 3 Log-in Help Cards – Supplemental Training Materials These were developed to assist trainees to remember fundamental ESPORT operational sequences after conclusion of training. It was recommended that these be posted where users could readily see them, or handed out to clients to keep with them for use at home. ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton ESPORT Demonstration Project – Final Report 116 20 Nov 2006 P. Fahy Consulting, Edmonton ESPORT Demonstration Project – Final Report 117 20 Nov 2006 P. Fahy Consulting, Edmonton 118 ATTACHMENT 4 Tracking tool ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 119 ATTACHMENT 5 ESPORT usage by site Figure 4: Aboriginal Futures, Calgary – ESPORT usage Aboriginal Futures 40 37 37 37 35 Clients registered 30 25 20 Aboriginal Futures 19 15 15 16 13 10 5 0 27-Jan- 27-Mar 31-Mar 17-Apr 06 ESPORT Demonstration Project – Final Report 15-Jun 16-Aug 20-Sep 20 Nov 2006 P. Fahy Consulting, Edmonton 120 Figure 5: ACCESS, Vancouver – ESPORT usage ACCESS 40 37 37 37 37 35 33 Clients registered 30 25 20 ACCESS 19 15 16 15 13 10 5 0 30-Aug- 19-Sep 06 4-Oct 27-Nov 27-Mar- 17-Apr 06 15-Jun 16-Aug 20-Sep Figure 6: Cape Breton (total seven sites, including TEC) – ESPORT usage Cape Breton 60 51 Clients registered 50 53 54 40 34 30 30 Cape Breton 25 20 10 0 3-Apr-05 17-May 21-Jun ESPORT Demonstration Project – Final Report 15-Jun-06 16-Aug 20-Sep 20 Nov 2006 P. Fahy Consulting, Edmonton 121 Figure 7: ISS, Vancouver – ESPORT usage ISS - Vancouver 70 66 60 59 Clients registered 50 40 30 ISS - Vancouver 32 20 10 0 15-Jun-06 16-Aug 20-Sep Figure 8: John Howard Society, Ottawa – ESPORT usage John Howard Society, Ottawa 80 70 70 62 Clients registered 60 50 48 40 John Howard Society, Ottawa 40 36 32 30 20 20 10 0 27-Nov- 27-Mar- 31-Mar 05 06 ESPORT Demonstration Project – Final Report 17-Apr 15-Jun 16-Aug 20-Sep 20 Nov 2006 P. Fahy Consulting, Edmonton 122 Figure 9: Metis Society, Calgary – ESPORT usage Metis Society, Calgary 12 Clients registered 10 10 10 10 10 10 10 8 6 Metis Society, Calgary 5 4 2 0 27-Jan- 27-Mar 31-Mar 06 ESPORT Demonstration Project – Final Report 17-Apr 15-Jun 16-Aug 20-Sep 20 Nov 2006 P. Fahy Consulting, Edmonton 123 Figure 10: MOSAIC, Vancouver – ESPORT usage MOSAIC, Vancouver 70 60 60 Clients registered 50 40 39 MOSAIC, Vancouver 30 20 10 10 0 15-Jun-06 16-Aug 20-Sep Figure 11: Newfoundland-Labrador Federation of Labour (SERCO) – ESPORT usage NLFL 25 20 20 Clients registered 18 15 NLFL 10 5 4 0 17-Apr-06 ESPORT Demonstration Project – Final Report 21-Jun 20-Sep 20 Nov 2006 P. Fahy Consulting, Edmonton 124 Figure 12: Sask Pen, Prince Albert – ESPORT usage Saskatchewan Penitentiary 120 112 Clients registered 100 98 105 103 86 80 60 78 65 Saskatchewan Penitentiary 40 20 0 31-Mar- 27-Apr 06 31-May 30-Jun 31-Jul 9-Aug06 12-Sep Figure 13: SUCCESS, Vancouver – ESPORT usage SUCCESS, Vancouver 90 84 80 Clients registered 70 60 58 50 SUCCESS, Vancouver 40 30 20 19 10 0 15-Jun-06 ESPORT Demonstration Project – Final Report 16-Aug 20-Sep 20 Nov 2006 P. Fahy Consulting, Edmonton 125 Figure 14: TEC, Cape Breton – ESPORT usage TEC, Cape Breton 50 45 43 Clients registered 40 39 39 43 39 35 30 25 20 24 20 TEC, Cape Breton 24 20 15 10 5 0 30-Aug- 19-Sep 20-Oct 05 27-Nov- 27-Mar- 31-Mar 06 06 17-Apr 16-Aug 20-Sep Figure 15: Youth Employment Resources, Ottawa – ESPORT usage Youth Employment Resources, Ottawa 6 Clients registered 5 5 5 5 5 5 5 4 Youth Employment Resources, Ottawa 3 2 1 0 27- 31-Mar 17-Apr 15-Jun 16-Aug 20-Sep Mar-06 ESPORT Demonstration Project – Final Report 20 Nov 2006 P. Fahy Consulting, Edmonton 126 ATTACHMENT 6 Client Feedback Questionnaire CLIENT FEEDBACK - ESPORT Name of organization: _______________________________ Date: __________________ (Please do not put your name on this sheet. Your answers are anonymous; no one will see them except the evaluators, and no one else will know what you have said here.) Please tell us what it was like to use ESPORT. Check ( ) one reply to each of the following. If you have no opinion or don’t know, leave the item blank. Strongly Disagree Disagree Agree Strongly Agree 1. ESPORT was easy to learn to use. □ □ □ □ 2. I enjoyed using ESPORT. □ □ □ □ □ □ □ □ □ □ □ □ 3. I was able to get help with ESPORT from a facilitator when I needed it. 4. I would recommend that other students use ESPORT. Please tell us how useful the parts of ESPORT were. Check ( ) one reply for each of these. If you have no opinion or don’t know, leave the item blank. Not useful 5. Self-assessments of interests, skills 6. Lists of occupations 7. Job futures 8. Choosing an occupation 9. Using the Portfolio Builder (résumé) v5 □ □ □ □ □ Somewhat Useful □ □ □ □ □ Useful □ □ □ □ □ Very Useful □ □ □ □ □ P. Fahy Consulting, Edmonton 127 10. Learning plan □ □ □ □ □ □ □ □ 11. Talking with the facilitator about your possible future work in Canada (Please answer the following questions with a short answer.) 12. What did you like most about ESPORT? (What is the best thing about ESPORT?) 13. What did you like least about ESPORT? (What should be changed?) 14. What did you learn from ESPORT? 15. Did you use any other materials (Authentic Materials, EARAT, PLATO)? If yes, please tell us what you used, and what you thought of them: 16. Please give us any other comments or suggestions you wish: THANK YOU! v5