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Game Based Learning

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soapbox

Game-Based Learning
Encourages Engagement
What if you told your employees they could train and effectively
develop their skills while playing and having fun? What do you think
their response would be? Game on! BY IBRAHIM JABARY

T
raditional e-learning is not very effective: cultural, social, and generational barriers.
The completion rate of online training Therefore, the use of serious games for training
is only 30 percent. The dropout rate of improves the mind and the self-esteem of the
e-learning tells us that a company wastes $3 out of student, who tries to explore and nd alterna-
every $4 invested in online training. And the data tive approaches to solving different situations in
about employees who voluntarily enter training the learning process.
via training platforms or learning management
systems (LMSs) in any company are even worse. INCREASES JOB SATISFACTION
All this data represents a disproportionate and People who learn through playing usually do so
unaffordable cost for any company, which ends up in a collaborative environment in which they
Ibrahim Jabary is having a negative impact on the image and mo- work together to achieve a goal. By encouraging
co-founder and CEO tivation of the HR or Training and Development cooperation through the game, students increase
of Gamelearn, which department. So it is not surprising that experts their job satisfaction; they feel part of the team
has achieved serious and professionals around the world agree that and are involved in achieving common goals.
game completion engagement will continue to be a major con- In this way, students develop an awareness of
ratios above 90
cern and main challenge for HR and Training and belonging to a single group, thus enhancing its
Development departments in the years to come. cohesion. If there is cohesion, then performance,
percent for more than
Since its emergence, the e-learning format has communication, and employee motivation in
100,000 students
represented the opportunity to increase and im- training will increase.
from 1,000 clients on prove the performance of corporate training.
ve continents. The And it does so in a simultaneous, homogeneous, GIVES PERSONALIZED FEEDBACK
creator of Merchants, andin theorycheaper way. One of the benets of game-based learning is
Triskelion, and Pacic, But e-learning is nothing more than a format, undoubtedly the possibility of obtaining imme-
Jabary also founded and it is often boring. As such, it does not have diate feedback on student performance. Serious
Jabary Consulting, a the necessary features to improve employees en- games incorporate systems that permit constant
company dedicated to gagement with training and achieve its ultimate monitoring. That means its crucial to not just to
in-classroom training purpose: to effectively develop people. provide courses that allow students to practice,
on management skills. At this point, the key question arises: How do I but also ones that give them the chance to ob-
He holds a degree
improve the engagement of my online training? serve the result of their decisions and, especially,
The answer may be video games. Lets explore to receive feedback about areas to be improved.
in Economics and
some of the benets game-based learning pro- Feedback should be permanent and personalized,
Business and an MBA
vides in the area of learner engagement. and allow adaptability and scalability by the user,
from IE Business leaving enough time for the employee to internal-
School. STIMULATES THE MIND ize the improvements and put them into practice.
Playing video games offers physiological benets
associated with the stimulation of the brain, and GUARANTEES EXPERIENTIAL LEARNING
it can delay natural aging. In some cases, game- Experiential learning is learning from practice.
based learning drives decision-making, improving It is the evolution of the 70:20:10 model that has
cognitive function and helping people learn valu- prevailed in the training sector for the last few
able skills and lessons applicable to real life. years. This model, based on research by Michael
When playing, it is easier to interact with M. Lombardo and Robert W. Eichinger, states that
others; to establish dialogue; and to overcome 70 percent of the development of any individual is

12 | SEPTEMBER/OCTOBER 2016 training www.trainingmag.com


soapbox
experiential; 20 percent of this learning is social; knowledge, thanks to practice.
and the remaining 10 percent comes from cours- The Federation of American Scientists (A
es, lectures, and structured programs. Meta-Analytical Examination of the Instructional
In this way, video games can foster voluntary Effectiveness of Computer-Based Simulation Games,
learning. Game-based learning proposes offering 2011, Tracy Sitzman) claims that the game is the
training based on learning by doing. most effective and powerful learning tool:
s)TINCREASESSTUDENTCONlDENCEBYPERCENT
OFFERS SAFE ENVIRONMENTS s)TIMPROVESLEARNINGRETENTIONBYPERCENT
Video games improve students self-condence. s )T IMPROVES THE CONCEPTUAL KNOWLEDGE OF THE
Learners who face training with condence are student by 11 percent.
likely to become motivated employees. Game- s)TINCREASESTASKCOMPLETIONBYPERCENT
based learning creates a safe environment in But like traditional e-learning, game-based
which participants can test the content without learning is a format. If you want to develop
risk, thus improving their condence. training that works, you should know how to
Serious games represent situations similar to incorporate video games successfully. Serious
those in real life in which participants practice games should combine:
skills in a safe environment, thus reducing their s High-quality content, equivalent to that of a
stress level. two-day classroom course, with a fundamen-
tally practical approach, allowing employees
TURNS LEARNING INTO A CHALLENGE to learn from their own experiences. The
One of the main disadvantages of e-learning is content should avoid theories, models, and
that it is boring. As a result, courses end up be- denitions. Turn each professional skill into
coming a series of readings and tests as learners a set of useful techniques, tools, and strategies
go from e-learning to e-reading. applicable to learners.
Game-based learning turns learning into an ad- s Sophisticated simulators, which represent
venture. One of the main techniques to achieve situations that are similar to real life, so employees
can practice the skill while receiving
feedback with tips for improvement
It is crucial to not just to provide in a secure environment.
s Gamication techniques such as
courses that allow students to storytelling, rankings, badges,
practice, but also ones that give challenges, or levelsmaking
learning a different, fun, and
them the chance to observe the engaging experience.
For example, to develop leaders
result of their decisions and, through our serious game, Pacic,
especially, to receive feedback we provide learners a practical
manual on how to lead and manage
about areas to be improved. high-performance teams: how to
dene roles and common goals, the
importance of delegation or coaching,
engagement is to make learning a personal chal- how to improve employee empowerment. These
lenge or a group competition. Serious games offer techniques are practiced through the simulator and
a different approach to training and help it be re- can be applied directly to their daily lives. We do
garded as a fun and entertaining experience. this in a survival adventure: Students must escape
The interactive environment of game-based from a desert island where they have been stranded
learning, far from turning away from reality, after surviving an accident. Students must prove
makes it possible to practice and compete, so and test their skills as leaders to help their team and
learners successfully retain information and ap- themselves get back home safely.
ply what is learned. What if you told your employees they could
train and effectively develop their skills while
IMPROVES PERFORMANCE AND KNOWLEDGE playing and having fun? What do you think their
Game dynamics (gamication) motivate students, response would be?
increasing their effort and developing their Game on! Q t

14 | SEPTEMBER/OCTOBER 2016 training www.trainingmag.com


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