2021 AWARDS SUITES

Categories & Descriptors

BEST TALENTED TEAM

Compliance

This award focuses on two or more highly talented people that have managed a compliance training project to ensure employees are trained/educated on laws, regulations and policies that apply to their day-to-day work responsibilities.

Customer Experience

This award focuses on two or more highly talented people who have managed a customer experience training project that ultimately delivers on the brand’s promise and increases the professionalism of customer service representatives (CSRs).

Induction/Onboarding

This award focuses on two or more highly talented people who’ve managed an onboarding/induction project that trains and integrates new talent into the companies structure, processes, culture and working conditions.

Learning & Development

This award focuses on two or more highly talented L&D professionals who’ve managed an end-to-end training project that had significant impact on workforce capability and business performance, empowered employees and increased employee skill sets.

Learning Design

This award focuses on two or more highly talented learning designers who have designed an L&D project using sound instructional design systems to empower participant learning experiences to effectively acquire knowledge/skills and support business outcomes.

Leadership

This award focuses on two or more highly talented people that have managed a leadership development project to ensure new leaders were equipped with the specific skills, tools and behaviours they needed to confidently lead others and drive the performance of their team/s or organisation.

Organisational Development

This award focuses on two or more highly talented people who’ve managed an end-to-end organisational development strategy that improved the effectiveness and viability of the enterprise through revised people management practices and systems changes.

People & Culture

This award focuses on two or more highly talented people who’ve managed an end-to-end people and culture strategy that puts employees and their training/development needs at the heart of the business plan and enterprise values.

Sales

The award focuses on two or more highly talented sales professionals who have implemented a sales training project to build sales capability and achieve at least two of the following outcomes; increase revenue, drive efficiencies, adapt to change and buyer education, increase product knowledge, and/or advance sales leadership. The sales training can use various delivery methods such as, classroom based, on-the-job, virtual instruction, online and/or mobile.

Talent Management

This award focuses on three or more highly talented people who’ve managed an end-to-end talent management project that builds, retains, supports and develops talent in alignment with enterprise strategic goals.

Talent Partnership

This award focuses on a talent partnership (internal and/or external) that was formed to plan/execute a project that had significant impact on workforce and business performance, empowered employees and increased employee skill sets.

Wellbeing

This award focuses on two or more highly talented people who’ve managed a wellbeing project to support optimum employee health, including emotional development and resilience.

VR Development & Design

This award focuses on two or more highly talented people who have design/developed an end -to-end virtual reality training project using special electronic equipment/environments to help an enterprise empower and skill-up their talent.

Virtual L&D

This award focuses on two or more highly L&D professionals who have virtually managed a (non-face-to-face) end-to-end training project that had significant impact on employee skill sets and business performance.

BEST L&D PROJECT

Certification Training

This award focuses on a learning and development (L&D) project that issues a certificate to participants upon satisfactory training/course completion.

Compliance Training

This award focuses on a compliance training project provided to employees to educate them on laws, regulations and policies that apply to their day-to-day work responsibilities.

Content Curation

This award focuses on a content curation project in which digital learning content has been aggregated from a variety of sources, analysed and structured, and then presented in a systemised design online for employees to access learning.

Customer Experience

This award focuses on a customer experience training project that ultimately delivers on the brand’s promise and increases the professionalism of customer service representatives (CSRs). The training should reflect each customer touch point, using interactions, scenarios, discussions and/or games utilising a combination of techniques, technologies, and/or face-to-face training.

Extensive Virtual Workshop

This award focuses on an extensive-virtual training workshop strategy (1 day minimum) that is delivered via the internet (complete web-based experience) either in an office/home/remote setting. Participants should be able to see/interact online with presenter/s, visual/digital assets etc. and ask questions live from their personal and /or enterprise computer.

Health & Safety

This award focuses on a health and safety training project that was implemented to ensure employee health and safety through the assessment and mitigation of risks that may impact the welfare of those at work.

Induction/Onboarding

This award focuses on an induction / onboarding training project provided to new employees to assist in adjusting to their new job tasks and help them become familiar with their new work environment and the people they work with.

Leadership Capability

This award focuses on a leadership L&D project that was implemented to identify and develop leadership capability aligned to enterprise strategy, and drive performance using leading-edge management practices.

Learning & Development

This award focuses on a learning and development project that was implemented to increase performance, ensuring employees possessed the right level of skills and knowledge in an area of the business that aligned to the enterprise strategy.

Learning Campaign

This award focuses on a campaign-based learning project that was implemented to give participants repetitive learning experiences, over time using different mediums to create behavioural change.

Learning Transfer

This award focuses on a learning-transfer project that has been designed so that transfer is reinforced and sustained at focused phase/s of the project, advancing employee performance at work.

People & Performance

This award focuses on an all-encompassing people and performance management project that drives L&D decisions with the aim to improve enterprise, operations, team and individual performances.

Performance Support

This award focuses on a performance support project that is embedded in the workflow so that employees have access to specific information to build on the effectiveness of formal learning and includes the use of technology.

Product Knowledge

This award focuses on a product knowledge training project an enterprise has implemented to build knowledge of its merchandise and/or services, solve product and customer related problems, answer enquiries about its products/services and offer advice/solutions.

Sales Training

The award focuses on a sales training project an enterprise implemented to build sales capability to achieve one or more of the following outcomes; increase revenue, drive efficiencies, adapt to change and buyer education, increase product knowledge, and/or advance sales leadership. The sales training can use various delivery methods such as, classroom based, on-the-job, virtual instruction, online and/or mobile.

Short Virtual Workshop

This award focuses on a short-virtual training workshop strategy (1/2 day maximum) that is delivered via the internet (complete web-based experience) either in an office/home/remote setting. Participants should be able to see/interact online with presenter/s, visual/digital assets etc. and ask questions live from their private and/or enterprise computer.

Social Learning

This award focuses on a social/collaborative project that enables employees to share learning and their expertise to support skills, and provide access to relevant information, knowledge and discussions through different types of media technologies.

Technical Skills Training

This award focuses on a technical skills training project an enterprise has implemented to skill employees to either design, develop, implement, maintain, support or operate a specific technology, or related application, product or service.

BEST TALENT STRATEGY

Career Development

This award focuses on a career development strategy that is a partnership approach between the individual and the enterprise to benefit both jointly. The strategy is structured for capability development using internal/external tools, resources and coaching to enable employees to learn and navigate their career in the future of work.

Change Management

This award focuses on a change management strategy that implemented an engaged behavioural leadership model to prepare, equip and support talent in a period of enterprise transformation. The strategy will consider past/present employee tasks, culture and work environments, with a design for increased business performance in the future of work.

Coaching Talent

This award focuses on a coaching talent strategy that was implemented to equip talent with the tools, knowledge, and opportunities they need to fully develop themselves to be effective in their duty to themselves, the enterprise, in the future of work.

Diversity/Inclusion

This award focuses on an enterprise diversity/inclusion strategy that values talent equally by creating an all-encompassing environment that accepts individual differences, embraces their strengths and provides opportunities for all staff to achieve their full potential in the future of work.

Design Thinking Talent

This award focuses on the use of a design thinking (DT) strategy to assist in producing a creative solution to a specific talent management challenge. Areas of talent could be (people and culture, wellbeing, career development, diversity/inclusion, learning culture, team building, flexible working, onboarding/induction, change management, recruitment).

Design Thinking Training

This award focuses on the use of a design thinking training strategy to assist in producing a creative solution to a specific employee training project challenge.

Employee Experience

This award focuses on an employee experience strategy that advances the relationship between the employee and the organisation to positively impact culture and performance. The strategy integrates, personalises and places value on each step of the journey for employee and organisational success in the future of work.

Flexible Working

This award focuses on a flexible working strategy an enterprise has implemented to allow both the company and its employees to make arrangements about working conditions, that help employees maintain a work/life balance and help the company improve productivity and efficiencies in the future of work.

Learning Culture

This award focuses on a learning-culture strategy that not only provides formal training within a capability framework but integrates a system of continuous learning opportunities with access to technology, mobile learning, job-aids, micro learning, coaching, social networks, information sharing and self-directed learning to advance business performance in the future of work.

Mentoring Talent

This award focuses on a mentoring talent strategy that was implemented to offer less experienced talent, professional guidance on day-to-day work activities, through two-way discussions at regular intervals during which both mentor and mentee are creating an environment that leads to successful outcomes for all talent and the enterprise.

Organisational Development

This award focuses on an organisational development strategy that was implemented to improve enterprise effectiveness and viability through the introduction of revised practices allowing the organisation and its people to learn/adapt to certain challenges such as, new technologies, competition, regulation and/or other business demands.

People & Culture

This award focuses on a people and culture strategy that builds leadership excellence, engages and supports employee learning, health, safety and wellbeing. The strategy aims to develop new skills and capabilities and improve the enterprises’ ability to attract the best talent whilst adjusting to challenges in the future of work.

Team Development

This award focuses on a set of team development activities that was implemented to advance group development around established goals, that solve challenges such as, communication, culture, change, problem solving, decision-making, building trust, agility and planning to optimise team capability and business performance in the future of work.

Wellbeing

This award focuses on a wellbeing strategy that engaged employees beyond routine work practices providing a holistic approach to different wellbeing risk factors where managers and employees collaborate to improve physical and mental wellness.

BEST LEARNING MODEL

70:20:10

This award focuses on a learning model that creates a path forward for the future of learning, that supports/advances employee learning and business performance. The model is technology-powered, learner-centred, social, continuous and immersive, allowing an organisation to stay ahead of the curve, in terms of cost-effectiveness, closing skills-gaps, building capability and driving a positive learning culture.

Blended

This award focuses on a blended learning model in which two or more delivery methods are used to support/advance employee learning and business performance.

Custom/Bespoke

This award focuses on a tailor-made learning solution that is customised to meet the unique training needs of an organisation to support/advance employee learning and business performance.

Future

This award focuses on a learning model that creates a path forward for the future of learning that supports/advances employee learning and business performance. The model is technology-powered, learner-centred, social, continuous and immersive, allowing an organisation to stay ahead of the curve, in terms of cost-effectiveness, closing skills-gaps, building capability and driving a positive learning culture.

Online

This award focuses on a learning model in which the learning was delivered solely online to support/advance employee learning and business performance.

Rapidly-Shifted-Online

This award focuses on an existing traditional classroom learning project that’s been rapidly remodeled for online delivery due to the pandemic emergency lockdown, associated with ‘COVID-19.’ Models could be, asynchronous, synchronous, blended, supported by an LMS, LRS, and/or task app software, video conferencing etc.

BEST ELEARNING INITIATIVE

F2F Classroom to Virtual Classroom

This award focuses on an eLearning initiative that transferred ‘F2F’ classroom training to ‘Virtual’ classroom-instructor led training.

On a Budget

This award focuses on an eLearning initiative that’s been designed and deployed on a budget of ($15,000 maximum) to support/advance employee learning and business objectives.

Widespread Adopter

This award focuses on an eLearning initiative that an enterprise has implemented over a large section or the entire company to support/advance employee learning and business performance.

New Adopter

This award focuses on a newly implemented eLearning initiative that an enterprise has introduced into its traditional-style training practices to support/advance employee learning and business performance.

On-Demand

This award focuses on an eLearning initiative that provides on-demand eLearning solution/s that are self-paced, available 24/7, anywhere, supporting learners, leading to greater engagement, skills, performance, and productivity.

BEST ELEARNING DESIGN

Accessibility

This award focuses on an eLearning project that was smartly designed with accessibility features/elements/interactions for a diverse audience.

Agile

This award focuses on an eLearning project that was smartly designed with agile methods/principles to respond to learner behaviours and/or environments.

App

This award focuses on a smart learning App design that extends the enterprises LMS and is created for mobile learners and trainers to access content on-the-go across mobile and tablet devices, including iOS and Android platforms.

Audio

This award focuses on an eLearning project that was smartly designed with audio-rich content, using audio elements such as electronic sound, music and/or voice-over narration.

Free Resource

This award focuses on an eLearning project that was smartly designed to allow free access to the online resource as part of an educational engagement project to spread knowledge and develop specific skill sets for a broader industry/community.

Game

This award focuses on electronic media that are smartly designed for learning-experience games in which video, consoles, computers, mobile devices and/ or game-based phone apps are used to support/advance employee learning.

Interactive Scenario

This award focuses on interactive electronic media elements that are smartly designed for learning-experience scenarios in which video, consoles, computers, mobile devices and/ or interactive scenario-based phone apps are used in an eLearning project.

Micro/Bitesize

This award focuses on an eLearning project that was smartly designed using micro/bite-size learning methods for short-term learning activities.

Shift-it-Online

This award focuses on an existing traditional training project that has been smartly redesigned/repurposed for online delivery.

Simulation

This award focuses on electronic media that are smartly designed for learning-experience simulations in which mechanical devices, video, consoles, computers, mobile devices and/or simulation-based phone apps are used.

Video

This award focuses on the smart design of an online training video (internet streamed or downloaded) for use on one or multiple devices.

BEST EXTENDED REALITY (XR) TRAINING PROJECT

360-Degree Video

The award focuses on a skills training project that used 360-degree video as an interactive, immersive learning experience to build skills/capability into the future. The training project can be hard/soft skills-based. 360-degree video can be enhanced with other technologies/physical environments.

VR Hard Skills

The award focuses on a hard skills training project that used Virtual Reality (VR) as an interactive, immersive learning experience to build skills/capability into the future. Hard skills could be, but not limited to – Safety, Emergency/Risk, Trades, Machinery, Computing, Professional Expertise etc.

AR Hard Skills

The award focuses on a hard skills training project that used Augmented Reality (AR) as a visual, interactive, immersive experience that combines real-world environments with virtual elements to build skills/capability into the future. Hard skills could be, but not limited to – Safety, Emergency/Risk, Trades, Machinery, Computing, Professional Expertise etc.

VR Industry Specific

This award focuses on a Virtual Reality (VR) training project that has been tailored to a specific industry and has transformed the way that industry trains/learns into the future. For example, industries could be, but not limited to – Auto, Aviation, Construction, Finance, Healthcare, Hospitality, Manufacturing, Maritime, Military, Mining, Retail, Real Estate etc.

AR Industry Specific

This award focuses on an Augmented Reality (AR) training project that has been tailored to a specific industry and has transformed the way that industry trains/learns into the future. For example, industries could be, but not limited to – Auto, Aviation, Construction, Finance, Healthcare, Hospitality, Manufacturing, Maritime, Military, Mining, Retail, Real Estate etc.

Integrated (VR & Online)

This award focuses on an integrated training project that was delivered using both (VR) and online. The (VR) allows the participants to practice/test what they have learnt during the online training at structured intervals.

Integrated (AR & Online)

This award focuses on an integrated training project that was delivered using both (AR) and online. The (AR) allows the participants to practice/test what they have learnt during the online training at structured intervals.

Integrated (VR & Face-to-Face)

This award focuses on an integrated training project that was delivered using both (VR) and face-to-face instructor-led training. The (VR) allows participants to practice/test what they have learnt in the classroom/on-the-job.

Integrated (AR & Face-to-Face)

This award focuses on an integrated training project that was delivered using both (AR) and online. The (AR) allows the participants to practice/test what they have learnt during the online training at structured intervals.

Mixed Reality

The award focuses on a Mixed Reality (MR) training project that combines aspects of both Virtual Reality (VR) and Augmented Reality (AR) to create an immersive/real world learning experience for skills/capability development into the future.

VR Soft Skills

The award focuses on a soft skills training project that used Virtual Reality (VR) as an interactive, immersive learning experience to build skills/capability into the future. Soft skills could be, but not limited to – Communication, Leadership, Empathy, Teamwork, Emotional Intelligence, Time Management etc.

AR Soft Skills

The award focuses on a soft skills training project that used Augmented Reality (AR) as an interactive, immersive training experience to build skills/capability into the future. Soft skills could be, but not limited to – Communication, Leadership, Empathy, Teamwork, Emotional Intelligence, Time Management etc.

BEST PANDEMIC RESPONSE

Working From Home Team

This award focuses on two or more highly innovative professionals working as a team in the talent management space (L&D, People & Culture, Org Dev, Wellbeing, WHS, Compliance, Recruitment, etc.) who were relocated/deployed to work from home ‘full-time’ in response to the COVID-19 pandemic.

Learning & Development Project

This award focuses on a learning and development project that was implemented/pivoted, in response to the COVID-19 pandemic. The project can be widespread or target a specific group.

Shift-it-Online

This award focuses on an existing traditional training project that has been smartly redesigned/repurposed for online delivery, in response to the Covid-19 pandemic. The project can be widespread or target a specific group.

Health & Safety Training

This award focuses on a health and safety training project (PPE, control, test, dispense, manage, prevent, treat) that was implemented to ensure all those trained, operate/administer within relevant directives/guidelines, in response to the Covid-19 pandemic. The project can be widespread or target a specific group.

Hard Skills Training

The award focuses on a hard skills training project that was implemented in response to the Covid-19 pandemic. Hard skills are hands-on and centre around health/safety/wellbeing, cleansing, technical /expertise/equipment training etc. The project can be widespread or target a specific group.

Soft Skills Training

The award focuses on a soft skills training project that was implemented in response to the Covid-19 pandemic. Soft skills may involve, leadership, empathy, teamwork, emotional intelligence, communication/transmission of advice/empathy/solutions with patients, families, co-professionals, media and the general public etc. The project can be widespread or target a specific group.

Resilience & Wellbeing

This award focuses on an employee resilience and wellbeing training project that was implemented/pivoted in response to the COVID-19 pandemic. The project can be widespread or target a specific group in various workplace conditions i.e. traditional, hybrid and/or working from home.

Compliance Training

This award focuses on a compliance training project, that was implemented/pivoted to ensure employees/enterprise maintained regulatory and in-house compliance standards, in response to the COVID-19 pandemic. The project can be widespread or target a specific group.

Induction/Onboarding

This award focuses on an induction/onboarding training project provided to employees to assist in pivoting/adjusting to their new job tasks and help them become familiar with their new work environment, and the people they work/collaborate with, in response to the Covid-19 pandemic. The project can be widespread or target a specific group.

eLearning Design

This award focuses on an eLearning project that was specifically designed in response to the Covid-19 pandemic. The project can be widespread or target a specific group.

Technical Skills Training

This award focuses on a technical skills training project an enterprise has implemented to skill employees to either design, develop, implement, maintain, support or operate a specific technology, or related application, product or service, in response to the Covid-19 pandemic. The project can be widespread or target a specific group.

BEST LEARNING TECHNOLOGY

Use of Technology in Learning

This award focuses on a smart technology that was used to accelerate/advance individual and/or enterprise learning. Technologies could be, (ARG’s) Alternate Reality Games, (AR) Augmented Reality, Chatbots, Podcasts, Specialist Learning App’s, Vidcasts, (VR) Virtual Reality, A1, (VW) Virtual Worlds, (VC) Virtual Classroom, (WC) Wearable Computing etc.

Learning Management System (LMS)

The focus of this award is on a smart Learning Management System (LMS) that is either installed on an enterprise server or hosted in the cloud ‘SaaS’ on a vendor’s server to manage employee learning, skills and knowledge with modern features, such as an intuitive user interface, social media, collaboration tools, brand integration, customised reporting, adaptive learning paths, analytics, course library, content curation and multi-device accessibility etc.

Learning Records Store (LRS)

The focus of this award is on a smart Learning Record Store (LRS) integrated with one or more learning management systems, that is installed either in the cloud ‘SaaS’ or on a vendor’s server, is xAPI compliant, and is used to collect and distribute learning records from a central store.