Elearning! October-November

October-November 2013

Elearning! Magazine: Building Smarter Companies via Learning & Workplace Technologies.

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Video Gaming's Popularity Grows Some interesting statistics from the video gaming industry: >> 58% of Americans play video games >> Consumers spent $20.77 billion on video games, hardware and accessories in 2012 >> Purchases of digital content, including games, add-on content, mobile apps, subscriptions and social networking games, accounted for 40% of game sales in 2012 >> The average age of the most frequent game purchaser is 35 years >> 45% of all game players are women >> 51% of U.S. households own a dedicated game console >> 36% of gamers play games on their smartphone >> 25% of gamers play games on their wireless device —Source: Entertainment Software Association 39% of LMS owners deploy their system multi-nationally. Game-Based Learning Improves Grades Among Students Three research studies at a national university found that classes using game-based learning had signifcantly higher means than those classes that did not use the game. There were no signifcant differences between male or female scores, regardless of game play, while both genders scored signifcantly higher with game play than without. There were no signifcant differences between ethnic groups, while all ethnic groups scored signifcantly higher with game play. Lastly, students age 40 year and under scored signifcantly higher with game play, those students 41 and older did not. —Source: Dr. Richard Blunt, www.adlnet.gov 80 60 —Source: Elearning!'s LMS/TMS survey, 2013 30 0 Learners Perform Better Factual Knowlege 40 10 A 50 Percentage Scientifc research shows that organizations using video games to train employees end up with smarter, more motivated workers who learn more and forget less. Dr. Traci Sitzmann discovered that trainees using video games had an 11 percent higher factual knowledge level, a 14% higher skill-based knowledge level, and a 9% higher retention rate than trainees in comparison groups. She spent more than one year examining 65 studies and data from 6,476 trainees. —Source: Science Daily, Oct. 20, 2010 +11% 50 20 Learners Perform Better With Games Traditional Letter Grade Distribution WITH GAMES 70 Percentage Trendlines B D C F Letter Grade Distribution WITHOUT GAMES 40 30 20 10 0 A B C D F Game-Based +14% +9% Skill-based Knowledge Retention Rate Total users, 2013: Facebook 1.1 billion; Skype 665 million; LinkedIn 210 million. —Source: Tom Kalinske, LeapFrog. Elearning! October / November 2013 11

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