The Impact of a Game-Based Learning on Your Company Success

Employees usually expect regular support and training from your company, but they’re well aware that it frequently manifests itself in the form of tedious, dull, and/or extended ILT sessions. Game-based learning allows you to remove any preconceived notions you may have. Levels, interesting personalities, and genuine difficulties encourage everyone on the team to learn from their mistakes. They also can take risks without fear of real-world consequences, and emotionally engage with training materials to better grasp them. Here are a few reasons to implement gamification within your organization’s education efforts.

Gamification means less training time

Game-based learning expedites training and onboarding, allowing employees to spend less time learning and far more effort doing their tasks. It’s natural to think that just because game-based education is enjoyable and interesting, employees will spend their time playing instead of returning to their usual duties.

This, however, is not the case. 

Employees lose roughly 20-25 hours of active productive time on average when they participate in game-based training, compared to 46 hours for traditional training.

An employee could devote an hour to reading a training handbook or participating in a classroom training session. However, because game-based learning is split down into short segments, a course can be finished in as little as 5 minutes. Employees are motivated and engaged by game-based learning tools, which encourage them to train consistently and complete the games swiftly. Employees aren’t able to spend too much time away from their regular responsibilities as a result of this.

Gamification enhances attention, focus and creativity

Computer games are frequently chastised for having a bad impact on users, such as violent behavior, a lack of physical activity, and addiction. Other studies, on the other hand, show that playing computer games has numerous advantages, such as improving the brain’s ability to select meaningful visual information. Users improve their attentiveness and attention to detail by learning to focus their efforts on vital parts while avoiding distractions.

Learners and teachers can visualize three-dimensional images at scale and in real time using game-based learning. This helps to make learning more dependable, contextual, and pleasant. In an interactive and enjoyable format, a virtual world encourages students to use their creativity and discover new possibilities. Game-based learning organizations use this type of education to allow deep learning and higher retention.

Why is gamification more successful than traditional learning

Employees are frequently invited to a common training room to attend a presentation or a lesson in traditional training programs (whether live or on video). Renting a training center, choosing and scheduling participants, organizing for travel and housing, working with trainers, and gathering results and preparing a report are all common tasks for the company’s learning and development department. Despite the significant investment of time and resources, the majority of participants report feeling bored or uninterested. The following are the differences between gamified and non-gamified work: In non-gamified, monotonous situations, post-test motivation and retention are lower, whereas in a gamified environment, commitment, motivation, engagement, and loyalty are higher. All of the above makes gamification a perfect tool for creating specific types of educational modules like leadership courses, attentiveness training etc.

Aside from the obvious lack of interest in the module, typical training programs often take a one-size-fits-all approach to training, ignoring the fact that workers can span multiple generations. Workers, especially with Generation X, have become more acquainted with digital technology aimed at increasing efficiency. Furthermore, according to LinkedIn, Millennials, who are primarily digital natives, will make up 41.4 percent of the workforce in 2020. By 2030, Millennials will account for 36.9% of the workforce, Generation Z for 34.7 percent, and Gen X will account for 28.4%.

Is it worthwhile to spend on training games? It’s critical for your company’s success to develop in-house talent. They’re the most valuable asset you have. Furthermore, game-based performance and productivity training is fun and engaging; more so than obligatory compliance issues can be. After all, you aren’t a sorceress. Employees at GBL are encouraged to take chances and benefit from them, as well as to improve performance patterns that are detrimental to your bottom line and brand image. They also allow employees to connect with their surroundings and face issues personally, boosting their self-confidence and preparing them to take on any duty or fill in for missing colleagues.

What Next?

Recent Articles