Showing posts with label Electronic learning. Show all posts
Showing posts with label Electronic learning. Show all posts

Wednesday, August 6, 2008

INTRODUCTION TO ONLINE TRAINING GAMES

The use of digital games will grow. Today’s Games Generation has grown up with MTV, computers, video games, and the Internet as forms of interactive entertainment. Such learning style can be construed as “craving interactivity.” As members of the Games Generation enter the workforce, computer-based training games, aside from offering interactive learning, also provide a familiar method of information delivery via a computer or the Internet.

In training, games are commonly used to supplement traditional lecture-based or online delivery of information. In most cases, digital game-based learning is not designed to do an entire training or teaching job alone. The role of games is primarily to reinforce the understanding of presented material and to add variety in training. In addition to being able to support a variety of learning styles, games reinforce learning through their ability to offer immediate feedback to learners and a mechanism for instructional coaching and mentoring.

Games are generally used to break up a training session, to initiate a learning event, or to conclude a learning event. Organizations use games in training to help instructors maintain participant interest, relay concepts, and make the training more enjoyable and fun. The use familiar and popular games, such as Jeopardy, Wheel of Fortune, Trivia Pursuit, and Concentration can be developed in-house, outsourced to a variety of training software providers, or located online.
There has been a higher frequency of in-house developed games as opposed to off-the-shelf products. An obvious advantage to this development method is the ability to customize information to a particular organization. However, the design, development, and implementation of self-developed games for business training can require large amounts of time and incur considerable costs.

Reasons for using online games included the following:
• Games reinforce information
• Games offer a variety of instructional strategies
• Games increase interaction
• Games motivate learners
• Games allow creative instruction
• Games encourage active participation among learners.

As the cost and availability of technology decreases, e-learning becomes a more enduring fixture in the everyday practices of business. Workplace learning professionals need to adapt their training agenda to incorporate available technology, ensuring that their training programs remain effective. Although still in its’ formative years, developers are starting to use online training games more frequently—largely because technology is more readily available and there’s a strong need to appeal to learning styles of the younger games generations. An assortment of free resources on the Web is accessible to those who desire to take initial strides towards developing their own online games.

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