Select Page


Game based training

 

We have now arrived at a point where our community, especially corporate companies are rightly excited by the potential of collaborative learning, point-of-need performance support, serious games, game-based training, and even virtual reality training as technology continues to enable new ways for people to learn. Game-based training transforms traditional learning from a passive experience into an active more immersive experience.

It is fascinating to note that the general perceptions that have always maintained a clear demarcation between education and fun have started to fade and with the emergence of game-based training techniques, corporate training has been completely transformed.

 

The study “A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games” (Trazi Sitzmann, Personnel Psychology) found that simulation game-based training results in the study stated that 20% higher self-efficiency, 9% increased retention and 14% greater procedural knowledge than instructional and conventional training methods.

Furthermore, game-based training and gamification have proven to provide significantly higher retention rates of up to 30% in contrast to traditional training methods.

 

The advantages of game-based training are numerous and wide-fetched especially to a larger corporation, here are some of the most noteworthy ones:

 

 

  • THE DEMISE OF TRADITIONAL E-LEARNING

Conventional and traditional training methods somehow do not seem to fit the task with millennials being consumed by media and fast-paced technology.

Of course, aside from the challenge of engaging people with this kind of eLearning, it’s inherent inflexibility will spell its downfall.

 

 

  • A GREATER FOCUS ON IMMERSIVENESS AND INTERACTIVITY

With the advent of Virtual Reality based training it’s now possible to make training content much more interactive and immersive. Making an informed decision about everyday scenarios with real-life simulations makes training content a lot more fun!

 

  • LEARNER-LED TRAINING FOR A CONSUMER-LED WORLD

Learning game designers will now consider a more organic, learner-led curriculum structure with various branches open to the learner depending on their abilities and skills.

With the usage of virtual reality and gamification technology available to them, learning content producers will also have a greater freedom to attach a relevant narrative to the learning which bolsters the overall vision and values behind the training.

 

 

  • MORE LEARNER ACTIVITY TRACKED (ENGAGEMENT MEASURED and Analytics)

With a shift to bite-sized mobile learning content, learning managers can now re-evaluate the way they measure their learners’ activity. Rather than focusing solely on test results and compliance check-boxes, learners’ rate of engagement of the user will also be measured on a regular basis.

This way, content that doesn’t engage the learners will be highlighted, giving a clearer idea of where the training efforts should be focused and what the weak points of a given employee are.

 

This can be further categorized into several genres of training games depending on what the assessor is trying to improvise for a given employee:

 

Judgment-based Games: To Establish Comprehension

Managers want to generally measure where employees’ skill sets lie and where there is room for more improvement. Judgment games challenge employees to evaluate and explain choices, interpret and analyse data, compare answers, predict outcomes, select answers and identify differences in order to find the correct answers to problems.

 

 

Consequence-based Games: To Demonstrate Application

Employees, especially salespeople, need to know how to respond to questions, concerns and objection handling when talking with key stakeholders. Consequence-based games often use branching storylines, sending players in different directions based on their choices.

Consequence games motivate learners to solve their problems, calculate decisions, prepare different outcomes and relate to others in order to change based on situations presented.

 

 

Simulation-based Games: To Display Evaluation

Simulation games bring players into an immersive environment meant for free roaming and collaboration with other employees. Players generally take on the identity of characters in the game and are presented with scenarios throughout.

Simulation games offer a comprehensive practice playground for employees learning with a variety of skills, and they provide trainers with more data than any other game mechanic, tracking employee knowledge and behavioral trends.

 

Game-based training and Virtual reality-based training have certainly shown their competence for training purposes in expediting the entire training process.