[Part 1 of this article appeared in yesterday’s Advisor.] Elements Workplace Video Games Should Have (continued) Challenging levels that require work—Don’t simply have your learners follow an avatar around, but have them complete tasks that require them to think and use their reasoning skills via their avatar. Place them in unexpected situations that require them […]
Gamification of training is the process whereby game-like features are added to training. For example, some companies might have contests or point systems applied to training, and others might even develop computer based games to assist with training.
The gamification market is anticipated to reach $11.1 billion by 2020. And according to Pew Research, 53% of 1,021 technology stakeholders claimed that gamification would be widely used by 2020, especially in the workplace. Video games are particularly becoming more and more popular in the workplace, as many industries adopt gamification strategies and techniques. But […]
Do you think video games are effective only for the influx of Millennial males in the workplace? If so, think again. According to research by Entertainment Software Association, 29% of gamers are over the age of 50, and the average gamer is 37 years of age. In addition, women make up 41% of gamers in […]
Gamification has become a popular way to help boost employee productivity. Despite the name, gamification doesn’t mean putting fun ahead of work. Rather, gamification refers to the practice of using incentives, points, rewards, and other game concepts to incentivize and motivate employees.
Benjamin Franklin is reported to have said, “Tell me and I forget. Teach me and I remember. Involve me and I learn.”
Does your company use gamification as part of its training and development processes? If not, it may be losing out because gamification applies the elements and mechanics as used in gaming but in a nongaming manner.
According to a 2015 Gallup poll, only 31.5% of U.S. workers are engaged in their jobs—less than one-half. The good news is, gamification has gone mainstream, and the trend is moving upward as Millennials are becoming a more dominant force in the workplace. In 2030, they will count for 75% of the workforce.
A kinesthetic learner needs to be actively doing other activities while learning. These learners require physical activity to learn. Their bodies do not make the connection that sedentary activities, including listening to lectures.
According to a recent survey, many organizations are falling short when it comes to training executives and board members on ethics and compliance issues. This is a huge oversight, as these are possibly the people in your company who need this training the most! Is your company overlooking these key stakeholders?
Yesterday’s Advisor highlighted how corporate universities are evolving alongside new technologies. Today, we’re taking a look at some obstacles surrounding gamification, which is becoming a popular technological training solution in the workforce.