Training Industry Magazine - Spring 2014 - (Page 41)

BY GREGG COLLINS, PH.D. H OW G A M E S D RLearning IVE BACK IN THE 80 s, WHEN COMPUTER GAMING WAS JUST COMING INTO ITS OWN, MY BROTHER-IN-LAW BECAME ADDICTED TO A FIRST-PERSON SHOOTER GAME CALLED DUKE NUKEM. HE PLAYED IT CONSTANTLY AND FEROCIOUSLY, AND HE QUICKLY BECAME ASTONISHINGLY GOOD AT IT. I was fascinated by how effective Duke Nukem was as a pedagogical tool. My brother-in-law acquired a complex skill set in a short time, and had fun (perhaps a little too much fun) doing it. The contrast to most formal education was sadly obvious. I reflected that if there were some way to teach other subject matter in a Duke Nukemlike game, it could be a hugely useful approach to education. It turned out I was far from alone in having this particular epiphany. Gamification has increasingly become a hot topic in the learning industry. The idea of teaching through games seems like a no-brainer. But let's be honest - educational computer games have been around for almost as long as there have been computer games, and so far they haven't exactly revolutionized education. In fact, while there have been great successes, the bulk of the educational games that have been created so far have been junk. 41

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