More than 150 HR managers gathered in Lima to define what the new trends in corporate training will be in the coming years. In an event organized by Gamelearn and under the slogan “Journey to the Future of Training”, the forum attendees discussed the leading methodologies in the field of training.
This discussion took place at The Westin Lima Hotel in Lima and was led by Ibrahim Jabary, CEO of Gamelearn. Throughout his presentation, Jabary highlighted the growing importance of technology in the development of people and organizations, while making the audience aware of the revolution being experienced in corporate training.
During his presentation, the CEO of Gamelearn raised many questions to the attendees. Game-based learning? Online learning? Mobile learning? On-the-job learning? Adaptive learning? Simulators? Gamification? What are the main trends in human resources?
Then the key moment arrived. Through a voting system, the more than 150 Human Resources, Training and Development directors of the main Peruvian companies defined which methodologies will dominate the field of human capital in the coming years.
The final result of the voting will be announced in the coming weeks. However, if something became clear, it is the role of game-based learning, i.e. learning based on the video game.
This was demonstrated by Rimac and Pecsa. The two Peruvian companies accompanied Ibrahim Jabary in this human resources forum, where they shared their successful experiences in employee training through video games.
To Rimac, the video game has allowed a very geographically dispersed workforce to take a homogeneous training on negotiation, impact, influence and results orientation skills with great success. Meanwhile, for Pecsa, the great value of the video game was in its ability to increase employee motivation.
Why is the video game effective?
According to research by Traci Sitzmann, [“A Meta-Analytical Examinations of the Instructional Effectiveness of Computer-Based Simulation Games”], the video game becomes the most powerful learning tool:
- Engages. Through the adventure, learning turns into something entertaining and appealing for students, thus increasing learning retention by a 90%.
- Builds confidence. Being a video game, the user relaxes and feels safe, increasing their self-confidence by a 20% compared to other learning models.
- Improves performance. The game dynamics (gamification) motivate students, increasing their effort and improving skill development by a 20%.
- It is based on practice. The content of the course is fundamentally practical, allowing the student to learn and master the skill better through experiential learning.
After this presentation, Peru continues being a priority market for Gamelearn in its strategy of international expansion. It currently has offices in Lima, Spain, United States, United Kingdom and Mexico.