Friday, December 07, 2007

Training the Gamer Generation

Anyone born between 1980 and 2001, plays any computerized game more than 5 hours a week and is Internet saavy can be considered what is called a "gamer". As Baby Boomers retire, the Gamers are infiltrating the workforce. To accommodate the gamers' technologically advanced status, training for these employees must be modified from the traditional static nature. Gamers need training that can engage and hold their attention in order to be effective. As a result, the job of training departments has increased in difficulty to accommodate this demand.


One example of modifying a popular game to help transfer knowledge more effectively while keeping the learner's attention is a spin on the game of Hangman. Instead of randomly choosing letters to guess the word, the learner is given the definition and must use this definition to guess the word. This tweak in game play encourages the learner to continue to think about the word's definition as the game is played thus helping to transfer knowledge of the word. One other tweak is rather than display a man getting hung, an image of a roadrunner getting caged in represents the time and amount of chances the player has. This change seems a bit more on the positive side. 

http://www.learningcircuits.org/2006/February/kapp.htm

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