Intro to Online Training Games
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Intro to Online Training Games

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In training, games are commonly used to supplement traditional lecture-based or online delivery of information. Marc Prensky, explains, “In most cases, digital game-based learning is not designed to do an entire training or teaching job alone.” The role of games is primarily to reinforce the understanding of presented material and to add variety in training. According to Prensky, in addition to being able to support a variety of learning styles, games reinforce learning through their ability to offer immediate feedback to learners and a mechanism for instructional coaching and mentoring.
Similarly, a 1996 study reporting on the use of games among various organizations in England, found that games are generally used to break up a training session, to initiate a learning event, or to conclude a learning event. According to report authors Gilgeous and D’Cruz, organizations use games in training to
* help instructors maintain participant interest
* relay concepts
* make the training more enjoyable and fun.
It’s important to note that even though this study was a general assessment of the use of games in business training (and not specific to computer based or online training), it suggests reasons as to why games are readily used in the development and implementation of business training programs.
Many online games use a format based on familiar and popular games, such as Jeopardy, Wheel of Fortune, Trivia Pursuit, and Concentration. These items can be developed in-house, outsourced to a variety of training software providers, or located online.
The Gilgeous and D’Cruz study also reported a higher frequency of in-house developed games as opposed to off-the-shelf products. An obvious advantage to this development method is the ability to customize information to a particular organization. However, the design, development, and implementation of self-developed games for business training can require large amounts of time and incur considerable costs.
Therefore, many companies still find value in outsourcing games for their training programs, even though those games may lack personal customization. Examples off-the-shelf game providers include Ninth House, Havas, SimuLearn, and Think3. As the market for computer-based business training games grows, demand should open this industry to new competition.

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