Corporate training is facing major challenges. Employees are no longer engaging with traditional forms of training including eLearning, finding the whole experience ‘unexciting’ and ‘boring’. Consequently, there is a need to make training more engaging, relevant and ‘sticky’ because a well trained workforce impacts key business drivers.
Compounding this situation is the growing numbers of ‘millennials’ entering the workforce. According to Bersin and Associates, by 2014, 47% of the US workforce will be under 35.
To address these industry challenges, the Learnovate Centre has released a state-of-the-art research report that focuses on the use of serious games in the corporate sector.
This 38-page report covers the following aspects:
- The Pedagogy of Game-based Learning
- The Research Evidence to Support Game-based Learning – including the impact on learning performance
- The Uptake of Serious Games in the Corporate Sector – including examples of serious games usage in the corporate sector
- Key Considerations for Designing Serious Games
Download a copy of the report here [PDF]