Why game-based learning and why now? Because it has the thrilling mission of consolidating the use of games and simulators in corporate training. An upward trend to obtain better results and have assessment tools that will guarantee the efficiency of learning.
In the context of corporate training many factors come into play. Using games to develop specific skills or competencies reinforces the commitment of participants because they engage and are effective to consolidate knowledge. At the same time, virtual simulation is the greatest asset for game-based learning providers: offering the opportunity to practice safely beyond the entertainment or the attractive format.
Game-based learning providers have, therefore, a double barrier to overcome when presenting their products:
- The playful and innovative aspect within a learning format
- The educational aspect of a video game
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Truth is, when it comes to talking about serious games, skepticism is something to be considered. Many HR departments are reluctant not only to change their training provider but to implement new methodologies as well, even though they have been studied and researched on numerous occasions, with very positive results.
Now if we are talking about a fun and engaging training method with a game format, and a system of rankings and awards, it is understandable that those responsible for training and development will have many questions. Game-based learning companies are trying to answer all these questions.
First of all, the fact that the course itself is attractive must not to be taken as a weakness, but quite the opposite. Employees demand training programs that are not boring, and serious games meet that requirement. Why?
The best way to optimize learning is through the game. The organizations dedicated to the development of game-based learning tools know perfectly the advantages of learning through playing:
- Training does not have to be boring. If the learning is oriented in a fun way, the process can be very pleasurable and ensure the full involvement of the student.
- The typical rating systems of serious games allows for easy participant evolution measurements, and players are offered a tool for self-assessment, thanks to the personalized and immediate feedback generated by these platforms.
- The simulators enable practice without risk, to assimilate concepts more easily and efficiently. Errors do not mean any costs, and so contents are interiorized much faster.
- The interactivity with peers reinforces the feeling of belonging to a team and promotes collective action with a common goal.
Leaving aside those aspects related to the game factor and the format, game-based learning companies also delve into the didactic aspect. That is, perhaps, the really important view: what prevails is the educational impact of training.
In this sense, game-based learning providers highlight the effectiveness of new methodologies compared to traditional training (either low quality e-learning or classroom training, much more expensive to implement).
Game-based learning allows for close and reliable monitoring of that which the student learns. It examines how, when and why a participant takes certain decisions, so that training managers can “track” and attract the potential of employees, congratulate those who get good results and make the necessary tools available to those who cannot get such results, so that they will develop their skills and improve their performance.
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This methodology based on the game requires quick thinking and the use of logic for problem-solving, which promotes strategic thinking and decision making. By correcting mistakes made in a simulated (but with real problems) environment, the student ends up repeating a correct pattern, which allows them to interiorize knowledge.
The design of these tools is particularly suitable for the development and learning of soft skills, due to the nature of the issues we have just considered (measurement of performance, self-assessment, interactivity, safe simulation, creative thinking for problem-solving, the use of constructive feedback, etc.).
Game-based learning companies are determined to increase the interactivity of their programs and consolidate their quality content. This is one of Gamelearn’s firm purposes, world leader in soft skills training through video games. The corporate training sector is approaching its main objective: to meet the needs to develop skills such as communication, negotiation, time management or leadership management and team management.