Here's the article:
Learning Faster
by Playing!
I recently stumbled across this study on serious
gaming: Transfer of Gaming – Transfer of training in serious gaming.
If you are unfamiliar with the term, serious games are games used to teach
something to a specific group of people. In other words: a learning tool with
serious objectives.
Apparently it seems these days, companies and
other institutions have increased their focus on such games. They see it as an
attractive alternative to the traditional types of training. Here’s an example: A geography class might fly an airplane over a digital
model of the earth to discover the location of various countries. Or a math
class has to “catch” the correct answer to a math equation with the mouse.
Maybe you remember one or two of such games if you look back at your school
years. Also companies train employees by using such games to simulate the
environment and real life practices of the work place.
The study answers the question, “Why do people play games?” Well, one major
reason has to do with an evolutionary and developmental aspect. During play
individuals perform new, unfamiliar activities and while doing this, they learn
the “rules of the game”. They develop new skills and learn to adapt to new
environments. Another important reason is related to the feeling of reward and
being positively stimulated. Remember the rush of adrenaline you get when you
score a goal in your favorite sport? This feeling makes us want to play the
games because it feels good and is fun: Games for the sake of gaming!
With this in mind, we can see how serious games offer training
possibilities for companies. A dynamic, interactive and rich learning
environment is created to practice work-specific
tasks to learn real life practice. These
games give employees the opportunity for memorization, practice and forming
elaborate cognitive structures or schema’s. They can be adapted to the
individual learning needs and ability levels of learners, and that way offering
relevant tasks at a level of desirable difficulty to strengthen the learning
process.
The World Bank Institute is making a strong push for
bringing Serious Games one step further with two leadership capacity building
strategic games.
Companies can pass on knowledge about job tasks in a more stimulating and
entertaining way than with traditional training programs. Research shows that
games generally increase the motivational level. The games are expected to make employees more perceptive
during the learning process, because the training is interesting and different
from the usual types of employee training. The above implies that the use of games for training can be asolution for reaching groups of people who are not motivated by more traditional types ofeducation. But by making the employees
motivated to learn, they will generally be more perceptive to the learning
process. To illustrate this, I’ll
quote a part of the actually study:
“In a tank gunnery training, a
Space Invaders game is implemented as a bonus scenario. This requires the
learners to perform their training tasks at ever increasing speed. As they like
to play the Space Invaders game so much they are willing to spend their own time
in the simulator and improve their skills beyond the training goals. It is also
imaginable that players become so involved in a game that they start to explore
other information or task elements related to the domain the game is set in.”
However, far from all such games are successful
at transferring a recent amount of work knowledge to the employees. What makes
some serious games successful in this regard?
Well, it is essential that the employees can see
the similarity between the skills, knowledge and attitudes acquired by playing
a game and challenges in real life. This mostly depends on what game industry
specialist’s calls fidelity: To what extent a simulation looks and feels like
tasks in real life in terms of physical measurable characteristics. Some games
have almost no resemblance to reality and users playing them will only improve
their ability to play that particular game. It will have no direct effect on
the employees’ work skills. However, when having a strong focus on realistic,
authentic practice, serious games are seen as powerful tools to strengthen the
learning value and increase learners’ motivation to practice.
Companies might run into trouble when developing successful serious games.
Not all tasks can be adequately converted into a game. Managers will have to
identify the specific types of tasks, which have to be trained. Which skills to
such tasks require? Can these skills be effectively trained in the game? Based
on the knowledge about employees’ performance and learning processes, it will
be possible to identify types of tasks that are better suited to train using
game-based technology.
The study
shows that serious gaming should be seen as a promising substitute for
training. The amount of companies using serious games indicates the same. The
games ensure that the employees are easily attracted to playing a game, are
motivated to continue playing, and as a result: Learn! The entertaining
qualities of serious games make employees more receptive to the learning
process. Gamers typically emphasize the fun, engagement and flow aspects* of
successful serious games. So although there might be barriers in successfully
implement serious games into the workplace practice, the advantages make them a
worthy alternative to traditional training programs that seem unattractive or
expensive.
* The flow
theory is explained in Bart Hufen’s book ‘A Brand New Playground’, which you
can download HERE (link to www.brandnewplayground.com )
No comments:
Post a Comment