Chief Learning Officer - February 2008 - (Page 37) tactics Having revolutionized entertainment, video games are now about to upend corporate learning. From their start in arcade parlors in the 1970s, video games have grown into a multibillion dollar industry that has surpassed Hollywood movies in revenues. Moreover, in the past 10 years, they have moved out of entertainment and into development and learning. The military was among the first to harness these “mindless toys” for serious purposes. Faced with a recruiting crisis in the late 1990s, the U.S. Army was forced to rethink its methods for attracting, developing and retaining a new generation of soldiers. It took the radical step of meeting the next generation in their world. The military has used interactive multimedia technology — a natural outgrowth of war games and strategic planning — to create advanced immersive virtual environments such as America’s Army, a recruiting game to test troops in limitless real-world scenarios. Figure 1: Top 10* Learnings From Purely Entertainment Video Games 45% Critical thinking, strategy, complex problem solving 26% Role-playing in story/world, learning to observe surroundings 24% Relieve (or create) stress 23% Coordination, reflex improvement 20% Emotional training, patience, positive attitude, perseverance 19% Collaboration, teamwork, working with diversity, leadership 18% Cognitive training, keeps you on your feet, sharp 18% Content skills, sports program requirements, sports strategy 18% Creative thinking, imagination, outside-the-box 9% Basic skills, time management, attention to details, typing *By percentage of responses in an open-ended question Source: QuestG, 2007 Today, the video game generation has fully entered the workforce, but only a few corporations have embraced games and other interactive media and collaborative technologies to win the engagement of this new generation of workers. However, unrelenting pressures to improve productivity and performance, combined with this fundamentally different technology and the new mix of skills and attitudes of this next generation of workers, portends powerful shifts in how businesses will be managed and run. The next generation of workers enters the workplace with capabilities tailor-made for global teams, collaboration and making a difference, but is also saddled with some wellknown weaknesses in communication and basic business skills. Planting them in traditional classroom settings or requiring them to click on the “next” button of “interactive” e-learning will be neither cost nor time effective, let alone inspiring. UPS found that it took three times longer to train new hires under the age of 25 in the basics of its business using traditional learning tools. This generation is wired differently, and training approaches, tools and techniques must be adapted to how they learn. Yet, some corporations have been reluctant to take even baby steps into this new world of learning tools. Despite their considerable promise, misperceptions about the cost and complexity of implementation, along with kneejerk resistance to innovation, have impeded their adoption. Yet, the cost and complexity of video game development has reduced dramatically in just a few years. An immersive 3-D learning application that took years and millions of dollars to develop not long ago can be built today in just 90 to 120 days for a few hundred thousand dollars. Less cutting-edge but still effective 2-D games can be built even more quickly and cheaply. The pedagogy of video games was first broadly explored by James Paul Gee, professor of literacy studies at Arizona State University. What caught his interest was how effective games seemed to be as a teaching tool, even though they were not created for that purpose. There was no academic body of knowledge about learning guiding their design. Some of the enticing principles of video game pedagogy uncovered by Gee are shown in Figure 3 (on page 40). How Video Games Support Learning Video games have a place in the corporate learning landscape, but like any other tool, they must be used properly. When developed with sound pedagogical design, they create an immersive, engaging experience that can develop skills and new behaviors. And they are particularly attractive to next-generation workers. There are many different video game genres, and most have direct application in business. While single genres can be used, the best pedagogical 37 February 2008 Multiple Genres, Multiple Business Applications I www.clomedia.com I Chief Learning Officer Today, the video game generation has fully entered the workforce, but only a few corporations have embraced games and other interactive media. http://www.clomedia.com
Table of Contents Feed for the Digital Edition of Chief Learning Officer - February 2008 Chief Learning Officer - February 2008 Editor's Letter Table of Contents Business Impact Trends Best Practices Effectiveness Guest Editorial Learning Solutions Home Depot: Building Better Associates CLO Profile Environment Realizing the Vision of “One Philips” Tactics Sun Microsystems’ Next-Generation Worker Video Game Recruiting Tool Productivity The Regence Group: Blended Measurement Human Capital NASA: A Case Study in Technical Leadership Development Case Study Business Intelligence Advertisers' Index Editorial Resources In Conclusion Chief Learning Officer - February 2008 Chief Learning Officer - February 2008 - Chief Learning Officer - February 2008 (Page Cover1) Chief Learning Officer - February 2008 - Chief Learning Officer - February 2008 (Page Cover2) Chief Learning Officer - February 2008 - Chief Learning Officer - February 2008 (Page 3) Chief Learning Officer - February 2008 - Editor's Letter (Page 4) Chief Learning Officer - February 2008 - Editor's Letter (Page 5) Chief Learning Officer - February 2008 - Editor's Letter (Page 6) Chief Learning Officer - February 2008 - Editor's Letter (Page 7) Chief Learning Officer - February 2008 - Editor's Letter (Page 8) Chief Learning Officer - February 2008 - Table of Contents (Page 9) Chief Learning Officer - February 2008 - Table of Contents (Page 10) Chief Learning Officer - February 2008 - Table of Contents (Page 11) Chief Learning Officer - February 2008 - Business Impact (Page 12) Chief Learning Officer - February 2008 - Business Impact (Page 13) Chief Learning Officer - February 2008 - Trends (Page 14) Chief Learning Officer - February 2008 - Trends (Page 15) Chief Learning Officer - February 2008 - Trends (Page 16) Chief Learning Officer - February 2008 - Trends (Page 17) Chief Learning Officer - February 2008 - Best Practices (Page 18) Chief Learning Officer - February 2008 - Best Practices (Page 19) Chief Learning Officer - February 2008 - Effectiveness (Page 20) Chief Learning Officer - February 2008 - Effectiveness (Page 21) Chief Learning Officer - February 2008 - Guest Editorial (Page 22) Chief Learning Officer - February 2008 - Guest Editorial (Page 23) Chief Learning Officer - February 2008 - Learning Solutions (Page 24) Chief Learning Officer - February 2008 - Learning Solutions (Page 25) Chief Learning Officer - February 2008 - Home Depot: Building Better Associates (Page 26) Chief Learning Officer - February 2008 - Home Depot: Building Better Associates (Page 27) Chief Learning Officer - February 2008 - CLO Profile (Page 28) Chief Learning Officer - February 2008 - CLO Profile (Page 29) Chief Learning Officer - February 2008 - CLO Profile (Page 30) Chief Learning Officer - February 2008 - CLO Profile (Page 31) Chief Learning Officer - February 2008 - Environment (Page 32) Chief Learning Officer - February 2008 - Environment (Page 33) Chief Learning Officer - February 2008 - Realizing the Vision of “One Philips” (Page 34) Chief Learning Officer - February 2008 - Realizing the Vision of “One Philips” (Page 35) Chief Learning Officer - February 2008 - Tactics (Page 36) Chief Learning Officer - February 2008 - Tactics (Page 37) Chief Learning Officer - February 2008 - Tactics (Page 38) Chief Learning Officer - February 2008 - Tactics (Page 39) Chief Learning Officer - February 2008 - Tactics (Page 40) Chief Learning Officer - February 2008 - Sun Microsystems’ Next-Generation Worker Video Game Recruiting Tool (Page 41) Chief Learning Officer - February 2008 - Productivity (Page 42) Chief Learning Officer - February 2008 - Productivity (Page 43) Chief Learning Officer - February 2008 - The Regence Group: Blended Measurement (Page 44) Chief Learning Officer - February 2008 - The Regence Group: Blended Measurement (Page 45) Chief Learning Officer - February 2008 - Human Capital (Page 46) Chief Learning Officer - February 2008 - Human Capital (Page 47) Chief Learning Officer - February 2008 - Human Capital (Page 48) Chief Learning Officer - February 2008 - NASA: A Case Study in Technical Leadership Development (Page 49) Chief Learning Officer - February 2008 - Case Study (Page 50) Chief Learning Officer - February 2008 - Case Study (Page 51) Chief Learning Officer - February 2008 - Business Intelligence (Page 52) Chief Learning Officer - February 2008 - Business Intelligence (Page 53) Chief Learning Officer - February 2008 - Business Intelligence (Page 54) Chief Learning Officer - February 2008 - Business Intelligence (Page 55) Chief Learning Officer - February 2008 - Business Intelligence (Page 56) Chief Learning Officer - February 2008 - Editorial Resources (Page 57) Chief Learning Officer - February 2008 - In Conclusion (Page 58) Chief Learning Officer - February 2008 - In Conclusion (Page Cover3) Chief Learning Officer - February 2008 - In Conclusion (Page Cover4)
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