Training Industry Magazine - Spring 2014 - (Page 33)

LEARNING MADE by IAN HUCKABEE & TRACY BISSETTE GADGETS, GAMES AND A SAFE PLACE TO EXPLORE W hether the objective of a training program is to teach a new skill set, meet compliance guidelines or help a team effectively use new resources, the goal is the same - changing behavior in a positive manner. While there are many tried-and-true ways to achieve this goal, there is one method that is often forgotten: fun. According to Karl Kapp's book, "The Gamification of Learning and Instruction," research indicates that learning in a positive emotional state stimulates the brain, enabling the learner to take in more information. Fun makes intimidating, perplexing material engaging and easier to comprehend. Also, adult learning is most effective when it's immediately relevant to the learner and respects each individual's prior knowledge and experiences, something that is not usually accomplished with standard, offthe-shelf learning. With this in mind, fun can become a vital component of any learning solution to ensure understanding, retention and most importantly, long-term business results. Everyone has a different idea of fun. And, having a deep understanding of the learning audience T R A I N I N G I N DUSTR Y MA GAZ INE - SPRING20 1 4 I WWW.TRAINI NGINDU S T RY . C OM/ MAGAZ I NE 33

Table of Contents for the Digital Edition of Training Industry Magazine - Spring 2014

From Where I Sit
Table of Contents
Guest Editor: Do You Feel Lucky?
Network Performance: The Power of Social Learning and Behavior
Meaningful Work: Not Just for Millennials
Four Levels of Engagement
What L&D Professionals Need to Know about Gamification
Enhancing Learning with Social Media
Gamification in Sales Training: Seven Critical Considerations Before the Games Begin
Let the Disruption Begin: Social Media and the Great Expansion of Enterprise Learning
Learning Made Fun: Gadgets, Games and a Safe Place to Explore
How Silicon Valley Inspired an Era of Social Learning
How Games Drive Learning
Roll the Dice: Learning with Board Games
Casebook: BAE Systems: Speeding the Business of Learning through Collaboration and Knowledge Management
Salespeople, Coaching and Gamification
Three Ways to Make Learning More Engaging
Stop Creating Dysfunctional Relationships with Employees
What's Online
Company News

Training Industry Magazine - Spring 2014