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game-based elearning

Corporate e-learning and training have been facing some major challenges. Employees are no longer engaging with traditional forms of training including eLearning, finding the whole experience relatively ‘unexciting’ and ‘boring’. Compounding this situation is the growing numbers of ‘millennials’ entering the workforce. 

According to Bersin and Associates, by 2014, 47% of the US workforce will be under 35. There is a need to make training more engaging, relevant and ‘sticky’ because a well-trained workforce impacts key business drivers. There is growing corporate interest in the ‘gamification’ of business processes such as training, marketing, and recruitment. Game-based elearning is the application of game mechanics to non-gaming environments to improve engagement and motivation and to influence behaviors. Examples of game mechanics include attainable challenges, rewards (badges, points) and public recognition (leaderboards). Gartner estimates that by 2015 a quarter of all business processes will be ‘gamified’. Properly designed training and game-based elearning games (serious games) are underpinned by both learning theory and computer games theory; the pedagogical foundation ensuring that successful learning outcomes are the primary drivers. Serious games, driven by instructional goals and appropriate application of game mechanics, have considerable potential to engage, motivate and influence the behaviors of a corporate workforce. It is the attributes of games, such as compelling storylines, attainable challenges, rewards, recognition, and control that make them so powerful for learning.  

There is evidence to show that, appropriately used, computer games can positively impact learning outcomes in all three learning domains; cognitive, affective and psychomotor. Much corporate elearning and training are focussed on the cognitive domain, which deals with learning ranging from factual (declarative) knowledge to problem-solving and decision-making skills. When considering a games-based elearning approach it is important that the appropriate instructional strategy for the different types of training is considered. The games-based environment offers the opportunity to improve, extend and exploit some of the instructional strategies over and above what traditional eLearning environments can facilitate in order to improve the effectiveness and transfer of training. 

 Applying Game-Based eLearning 

In a game-based learning environment, users learn new concepts and practice skills in a risk-free no-consequence setting. Their progress in the game is directly related to their understanding of the subject being taught. Some common applications include customer service training, policy review, company training, team building, and staff awareness training.

Game-based elearning has a significant impact on retention and recall rates with employees. Users are more engaged with the subject matter because it makes learning and training fun. And when engagement rates increase, so does retention rates massively. One study found that game-based elearning and training increased retention of more than 300 percent in immediate post-testing.

Game-based elearning is also well suited to teaching complex concepts. Since the training is both fun and challenging, employees stay engaged for longer. This allows for more complicated concepts to be taught. Employees can also practice applying new skills and knowledge without real-world implications. They receive feedback to let them know how they’re doing, which helps refine new skills before they try them out in the real world.

But game-based elearning also has a noteworthy drawback. Because it requires creating new training modules, game-based elearning can be expensive and time-consuming to create. This can be a significant barrier for some companies.

Interactive training games and simulations for training purposes will make training fun and inviting for all learners. These interactive training games keeps up to date with the latest advances in the extremely fast evolving game development industry to maximize results.

  • Easy to Understand: Research shows that learners find the concepts presented in game-based elearning and simulations are easier to grasp than traditional text-based training manuals.
  • Targeted Development: Our development team assists with creating games and simulations that will resonate most with staff members. For instance, 3D images may have a more profound impact than 2D imaging.
  • Sticky Learning: Game-based elearning is a design technique employed to ensure that training sticks due to increased engagement.
  • Interactive: Learners are required to interact in games and simulations, which helps guarantee the information is being processed.
  • Strength and Weakness Measurements: Games and simulations enable a quick analysis to pinpoint areas where additional training is required. Better job task management is enabled as well.
  • Real-Life Experiences: Virtual reality training and augmented reality training technologies have enabled our team to bring detailed and realistic learning experiences into the hands of our clients.game-based e-learning

By implementing game-based elearning, The University of Colorado saw a 9% increase in retention, a 14% increase in skills-based knowledge and 11% increase in factual knowledge.

Game-based elearning is always effective in increasing retention rates because they require active learning constantly. Advancing in a game requires more concentration than simply reading a manual.

When Canon Inc. used a simulation game to teach machine repairs, they found employees who played the game obtained training assessment scores 5% to 8% higher than those who trained with traditional methods. At KPMG, three months after their game was launched, they recorded a 21% increase in product knowledge.

With interactive training games and game-based elearning, what ends up happening is that as a trainer, you have unparalleled access and insight into the way your learners think, which, in turn, also provides some valuable information on their aptitudes and skill sets especially for corporate e-learning.

 

Successful game-based training, gamification, virtual reality-based training and augmented reality training when incorporated into interactive training games should perpetuate a sense of progress whilst being extremely engaging, immersive and interactive. Earning points, receiving badges and leveling up transforms the mundane experiences of everyday work into something more immersive and engaging, and employees can better retain and synthesize mass amounts of information and tackle quest after quest when they are broken down into bite-sized engaging experiences, deliver constant feedback, and provide a sense of mastery.

Through the engaging, immersive experiences that learning games provide, they foster the intrinsic learning motivations of employees.

Therefore, at Indusgeeks corporate e-learning combined with high fidelity game-based elearning simulations help improve your training outcomes by reducing the training time required (for both learners/trainers) and consequently, reduce the overall costs.