Elearning! October-November

October-November 2013

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

Issue link: https://elmezine.epubxp.com/i/201066

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Page 21 of 52

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 21

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