April 25, 2018
Posted by
Adam Noll
When you ask most people what they think about gaming and what kind of people respond to gaming, more than likely you’re going to get a stereotypical response that leads you to the conclusion somewhere along the lines of a egotistical, slightly overweight, middle-aged male, sitting in their mom’s basement scarfing down a bag of Cheetos, while staring mindlessly into a 50-something inch television set.
Many people think of a “gamer” as somebody devoting massive hours engaged in Call-of-Duty missions or campaigning in the latest World of Warcraft release on their console, while the collective masses have had their brains turn to mush while they veg out to the tune of the latest online escapade.
While it may be true that the male gamers slightly edge their female counterparts (55% male versus 45% female according to the ESA), that’s about the only thing closely resembling any of today’s gaming trends. Gaming has expanded in the last decade, not only in terms of the number of overall “gamers”, but also in terms of its application. The gaming experience is no longer bound strictly to the home consoles. Mobile gaming has grown substantially since the adoption of more portable robust technology, and even the application of gaming to non-traditional settings such as in the classroom or on-the-job training has helped the industry flourish.
Video games have been around since the late 70s/early 80s, so why all the fuss now? The widespread growth of gamification and game-based learning in recent years is by no means an accident – and it’s not going away anytime soon. With a big thanks to the ESA for conducting most of the statistical data, let’s take a look at a few of the reasons why game-based learning is here to stay.
According a 2013 poll by the Entertainment Software Association, nearly 60% of all Americans play video games. With the familiarity of gaming already deeply woven into the American populous, it only makes sense that game-based learning is the next “big thing” for organizations around the country. In fact, 75% of the companies polled by the ESA are already, or plan to within the next year, some sort of game-based training in their organizations. And why not? It makes complete sense, as gamification appeals on all levels. The split between men and women gamers is nearly even, and the age demographic is even tighter among the under-18 age group, the over-35 group (everything in between is also nearly evenly split).
Companies like McDonalds, Marriott International, UPS, and even the U.S. Department on Homeland security, which has begun instituting game-based simulations for Customs and Border Protection agents, are all contributing to the main-stream success of game-based learning applications.
In addition, the U.S. Department of Education announced in January 2010 that it would provide funding for the nonprofit National Center for Research in Advanced Information and Digital Technologies. The center will offer grants to academic institutions, nonprofit organizations, or corporations who propose to research and develop new educational technologies, including simulations, computer and video games, virtual worlds and avatars that serve as tutors.
In addition to being a great way to keep learners engaged, gaming has the potential to be the next-generation learning tool. Games often make use of the latest technologies to provide learners with one of the most immersive experiences available, a characteristic crucial to human cognition. Video games blend instruction and demonstration, proven to be a more effective learning technique than that currently found in most classrooms (according to the ESA).
Research conducted by Dr. Traci Sitzmann, a professor at the University of Colorado Denver Business School, found that employees who used video games during their training had a nine percent higher retention rate, an 11 percent higher factual knowledge level and a 14 percent higher skill-based knowledge. Dr. Sitzmann encourages employers to provide employees with unlimited access to these training games, because playing a game multiple times further enhances their learning.
If you took any online training prior to 2010, you probably saw pages and pages of content to read, a few stock photography images, and, if you were lucky, some integrated audio or video to pass the time. Fortunately, since that time, advancements behind both the theory of game-based learning, and the technologies available, have given learners something to be excited about.
Humans are active and social creatures. We enjoy doing and experiencing the things we’re interested in, much more than reading, watching, or passively experiencing them from afar. Simply stated, game-based learning brings students into the learning process. It makes them actively think and respond to problems.
Researchers at the University of Michigan found that video puzzle games that exercise childrens’ working memories can enhance their abstract reasoning and problem-solving skills, and have a direct impact on future educational and occupational success. In addition, a study conducted by scientists at the University of Rochester found that gaming can improve players’ vision, attention span, and certain cognitive skills. Study participants also performed better than non-gamers on certain tests of speed, accuracy, and multitasking.
We’ve said it before, and we’ll say it again, the cost of online learning per learner is on average about 25% less expensive that traditional training methods. It’s never too late (or too soon) to explore your company’s options for employee training. If you want to learn more about online training, including game-based training, comment below or email us at info@yourtrainingprovider.com.