The Secret to
Implementing
Serious
Learning Games:
RECENT RESEARCH SHOWS 50 PERCENT OF COMPANIES SURVEYED
USE GAMES FOR SOME TRAINING.
BY LINDA K. GALLOWAY
W
hile Brandon Hall Group's
research is showing increasing use of games for corporate
learning in many companies, games are
currently being used in very limited ways.
"Essentially, companies are digging a lot
of holes, but they're all still pretty shallow,"
says Michael Rochelle, chief strategy ofcer
for Brandon Hall Group.
Given that serious learning games represent unchartered territory for most training
departments, it's natural that many executives have questions about implementation.
And there's not much available information
to go on. Te market is still too young to
easily fnd case studies or best-practice advice; peer groups are still largely focused on
technology and "making the case."
But, according to Carol Clark, advisory
game changer for Game On! Learning,
the implementation process for serious
games is likely to be familiar to most
training executives. "Serious learning
game implementation is actually very
Elearning! October / November 2013
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