« Our Brains Use Sensory Experiences to Produce Genius New IdeasWhy Play Matters for Both Kids and Adults »

Game-Based Learning for the Corporate World

10/15/12 | by Training Games | Categories: Play

We all grew up playing games that taught us even if we didn't realize it - Yahtzee, Scrabble, Clue - math, spelling, problem solving. In Julie Brinks article, Game-Based Learning for the Corporate World, the Director of viaLearning provides some interesting statistics as to which generations are gaming and the types of subjects that can be taught using games.

For example, did you know that the average gamer is 37 years old? That 42% of all players are women? And that 29% of game players are over the age of 50? As Brinks states, "These statistics will help us shape how new delivery trends in training content are emerging. Adults like to play games, so let's help them learn while doing so."

"Research has shown that gaming, in the right context, can be just as, if not more, effective than traditional e-learning. It improves problem-solving, creativity, risk assessment, and risk taking. Gaming also supports B.F. Skinner's Behavioral Theory: that behavior is a function of its consequences. As in real life, when most people have a negative consequence to something they do, they don't do it again. In gaming it's the same concept: You go through that particular door and fall down an elevator shaft and lose the game…are you going to do that again? Probably not."

Several reasons games are an effective learning tool is because they use multiple intelligences; are immersive, engaging and motivating; provide an active learning environment and use storytelling. Sure, there are some topics that should not be taught using a gaming format such as serious personnel topics. But for the most part, technology, sales skills, product features, and other topics are perfect for game-based training.

Don't be fooled into thinking that only younger generations can and would enjoy learning through games. Brinks sites additional statistics that the largest consumer of games is 37 years old and 42% of those are women. There is a very broad audience base out there and almost unlimited topics that can be taught through games. Wouldn't you rather play a game in your next training session?

Julie Brink, Director, viaLearning
Find the complete article in Training Magazine

No feedback yet

February 2015
Sun Mon Tue Wed Thu Fri Sat
 << <   > >>
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
We are your business and classroom solution for low-cost PowerPoint training games, ice breakers and team building games.


XML Feeds