
The lecture starts with real work: you take the next live session you have to run and go through nine checks that decide whether people speak, do something and stay to the end.
This course is built from six disciplines: the trainer's craft, online course delivery, group activities, gamification, corporate learning and AI in learning.
The map of the course
A simple dictionary for reading lectures from other fields as live online teaching
Three questions to ask after every lecture
A short self-diagnostic that shows which sections to watch first
Download the Live Session Readiness Check and fill in one line after each lecture.
Structure, content, style, support and challenge as five separate jobs
Dale's cone, and why telling people things sits at the bottom of it
The formats that exist on the training market
Types of training, and how effectiveness gets evaluated
The first beat of the cycle: problematisation
Everything that happens before anybody arrives
The optimal number of participants, and what the space should look like
Why breaks matter more than they look, and how to design the programme
Visual material, and the timetable of a session
The working styles a trainer can adopt
Reflection, conceptualisation and practice as three distinct beats
A model for building a training design from scratch
Resistance, group dynamics and the complications nobody warns you about
Introducing group norms, and warming a group up
Getting acquainted, role distribution, sustained work, closing
Facilitation against moderation: which one, and when
The structure of a business session, and how to introduce yourself
Metaphors and parables, and setting individual aims for participants
How to teach theory without lecturing
Five rules for preparing sub-groups, and how to end properly
What changes when the session moves to a screen
Running a webinar so that it is not a broadcast
The technical solutions worth having
Maintaining contact with a group you cannot see
What separates online formats from traditional ones
Learning theory, and how adults take in information
The principles that make material stick
How a full programme gets built
Working principles for the technology
The toolkit you actually need
Choosing technology you will not regret
What makes preparation move faster
Choosing a topic and shaping a programme
Sources of material, questions and assignments
Intensive design, and the practices that raise usefulness
Developing your own expertise alongside the course
How to behave on camera, and how to work a live audience
Stages of the participant life cycle, and how you behave in each
Preparation, launch and the opening session
Starting the discussion rather than waiting for it
Tracking what landed
Teaching application rather than recall
Feedback, cases and reflection
Closing and debriefing
Managing the programme once it is live
Progress monitoring, and how to challenge participants
Checking the work that comes back
What makes a course genuinely useful rather than merely finished
What a group activity is for, and the stages a group goes through
The economic result, and what current research shows
Activities for people who have just joined
Ready-made exercises
A step-by-step process for creating any activity
Diagnosing the group with a questionnaire before you design anything
How activity improves the way a group works together
Types of activity, and ready-made exercises
How to join up the work of several groups
How to work out which group needs this most
Options for a specific group
Ready-made exercises
What actually improves collaboration when nobody shares a room
Options that work online
Activities for hybrid groups
Ready-made exercises
The problems that show up in almost every group
An activity matched to each specific problem
The GRPI model for effective group work
The four conditions behind a group that works
The competencies a group needs to work well
Where activity stops and process begins
What gamification is, and what it is not
Goals and objectives
Successful cases, and the popular platforms
How Google does it
The popular solutions
Options that need no platform and no budget at all
The link with how the programme is perceived
Options that need no special platform
An overview of the platforms
Developing your own programme
Financial mechanics, and where they stop working
Recognition of achievement, and why it outperforms prizes
Non-financial motivation
Interesting solutions worth copying
Reinforcing norms through mechanics
Managing behaviour instead of asking for it
Cases
Moving programmes online
Certificates, and what actually drives completion
Building a team of internal trainers
What a corporate learning function is, and why a business funds one
The competency model it is built on
How to audit what already exists
Developing a strategy, and building a budget
The competencies of a trainer who actually works
Choosing one internally against hiring on the market
What to train trainers in, and how to assess them
How trainers get paid
Analysing need at three different levels
Justifying the cost of training to people who dislike the line item
Presenting the value of the function
Where the value genuinely comes from
This course contains the use of artificial intelligence.
In a physical room, half the trainer's work is done by the room. Online there is no room, and you find out how much of it you were relying on.
People sat near each other, and that did the job you thought you were doing
They stood up, moved chairs, argued in the coffee queue, saw the person beside them taking notes and started taking notes too. Energy was contagious because bodies were in the same space. Move the same session to a screen and all of it disappears at once: forty muted squares, no cameras, no eye contact, no way to tell whether anyone is still there. Most trainers respond by talking more, which is exactly backwards — the room was never quiet because you were interesting, it was quiet because leaving was awkward.
What this course covers
Forty lessons on building deliberately what the room used to supply for free. The craft first: structure, content, style, support and challenge as five separate jobs, Dale's cone and why telling people things sits at the bottom of it, problematisation as the opening beat, group size, programme design, the reflection-conceptualisation-practice cycle, group dynamics and norms, warming a group up, facilitation against moderation, resistance and objections, metaphors, individual aims, the five rules for sub-groups, how to end, and running a webinar so it is not a broadcast. Then the medium itself: how adults take in information, the platform stack, programme and material design, behaviour on camera, the participant life cycle, holding attention to the end, and evaluating both the people and the course. Then what you give a group to do: a step-by-step process for building any activity, diagnosing a group with a questionnaire before designing anything, activities matched to specific problems, an entire lesson on remote and hybrid groups, the GRPI model, and the four conditions behind a group that works. Then the mechanics that produce completion: low-budget gamification with no platform, recognition against prizes, behaviour shaped rather than requested, certificates, and internal trainers. Then the professional context: audit, strategy and budget, the competencies of a trainer and how to assess one, justifying training cost to a business that dislikes the line item, instructional design and transfer into practice, blended learning, development programmes, coaching and facilitation, talent pools, competency models, external providers, and launching distance learning end to end. Finally AI in the workflow: the platforms, course generation, materials and tests, adapting content to different learning styles, personalised paths, and analytics that track progress without chasing anyone.
Two blocks were recorded for a corporate audience
I would rather say this before you find it in lesson twenty-two. The gamification block was recorded around employees — hiring, onboarding, motivation, culture — and four of its six lessons sit inside a company. It is here for the completion mechanics, which a virtual trainer needs precisely because nobody is sitting in front of them. The corporate learning block is the largest single part of this course, and six of its ten lessons describe how a learning function is organised: budget, business conversations, competency models, providers. If you sell training to organisations, those six lessons are not administrative background — they are a description of your buyer, including the argument that gets a proposal approved and the reason most get declined.
Who is teaching this
I am Mike. I built the people system at Preply as it became a unicorn, and I have worked at Wargaming, iDeals and Alfa-Bank. More than 1.6 million students have enrolled in my courses across 185 countries, and over 150,000 specialists have gone through my programmes. I hold PHRi and SHRM-CP certifications and represent HRCI in more than ten countries.
What is included
Lifetime access to all 40 lessons
Active instructor support in the Q&A section
A Udemy Certificate of Completion
Working material: the four-beat design model, the five rules for sub-groups, the group diagnostic questionnaire, ready-made activities, the GRPI model, the completion mechanics, the instructional design sequence, and the AI tool set
A full lesson on remote and hybrid groups rather than a paragraph about it
Where to start
Take the last online session you ran and write down the minute at which you lost them. Then write down what you did in that minute. Almost always the answer is "kept talking". Enrol now and start today.