Game based learning
Research has shown that game-based
learning enhances the learner's “problem-solving skills, knowledge
acquisition, motivation and engagement.” (Perotta et al. 2013,
pii). It ican ncorporate many features pertinent to current learning
theories – badges/levels for behaviourism, problem solving skills
for improved cognition, collaborative activities that create new
solutions and infinite connections to peer networks to share
learning. 'World of Warcraft' has millions of knowledge pages created
by the players – far more than those on Wikipedia. (MacGonagle,
2010) Minecraft has over 14million players busy creating,
collaborating and sharing ideas. ((Costello, 2014)
Games of today are not the equivalent
of Pac man of 'yester-century' , their sophistication can develop the
skills of the learner more effectively, efficiently and creatively.
Above all for many, (but not all) game-based learning by being
motivational could embed learning more effectively.
Telepresence
To be clear: teleconferencing is the
equivalent of the HD surround-a-sound TV. It is video conferencing
with bells and whistles. (Wikipedia, 2014) The idea, however, of
taking video conferencing to the next level is very appealing,
particularly with the potential to go beyond 3D and enter the world
of holograms.
This would create a life like
representation of the training room and its participants. The ability
to talk as though f2f with participants from across the globe could
result in a highly interactive engagement that might enhance
motivation and deepen learning. NB: Telepresence is fine with smaller
numbers but available bandwidth, appropriate resources or large
groups could hinder its overall advantages.
Collective Intelligence
In a typical year,
my organisation must work with over 10 thousand clients on public
courses and in-house programmes. The knowledge, skills and experience
that these people bring with them is unimaginable and unquantifiable,
yet if we could harness even a quarter of this, we could create a
business knowledge base that could be an enormous help to past and
future customers. Organisations sharing pitfalls and advantages of
processes/procedures. Specific hints and tips in dealing with a huge
range of typical organisational issues: case studies in change
management, leadership assessments, project management, procurement
and contracts and so forth.
The obvious
difficulty here would be the additional costs of establishment and
maintenance. Alternatively, the benefits could be unimaginable.
Refs:
Costello, J.,
(2014). Don't worry mum you'll learn. Guardian Family Supplement,
08 March. p3
Mcgonagle, J.
(2010). Gaming can make a better world. Available from:
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
(Accessed Sept 2013).
Perrotta,
C., et al. (2013) Game
-based Learning: Latest Evidence and Future Directions (NFER Research
Programme: Innovation in Education). Slough: NFER Available from:
http://www.nfer.ac.uk/nfer/publications/GAME01/GAME01.pdf
(Accessed 8th March, 2014)
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