Corporate America today utilizes online learning and computer-based courses for employee training with great regularity. It is flexible and fast, giving em
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Scooped by
Ana Cristina Pratas
onto Digital Delights - Avatars, Virtual Worlds, Gamification May 8, 2014 3:14 AM
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Ana Cristina Pratas's insight:
Pros
- Game-playing helps develop positive mental attitudes toward learning dry subjects.
- Portability is great; employees can often play on their desktop, laptop, or portable devices.
- Alleviation of boredom and tediousness in mastering subject matter is a plus.
- Gamification can help employees focus on the material and absorb more of the information.
- Role-playing games can guide employees to advanced academic understanding.
- eLearning increases the ability to learn independently.
- Gaming-based learning shifts the focus to the process rather than the outcome or goal of the course.
- Games that help confront fears and anger have been shown to be a safe alternative for releasing emotions.
- Games like online chess make students slow down, concentrate, and think moves ahead – definitely good skills for employees to master.
- Music and movement augment the learning experience in a positive way.
- Game mechanics can teach critical thinking and interpretation skills that are crucial to learning.
- Replayability gives people permission to fail, which encourages exploration and discovery.
- eLearning has to be monitored to be successful; it is important to classify what is learned from the games played.
- There is still research that needs to be done to figure out how and why gamification works and why it is effective.
- Extrinsic rewards can lose their value over time, and actually lessen the motivation of players.
- Some games do not use the experience to properly motivate people to really learn and be engaged.
- Game-playing can result in a lack of strategic connection. The challenge is keeping it relevant to the tasks at hand.
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