Serious Games – learning effectively through play

Published by Work Safety Team on

Serious Games - Work Safety

Have you already had experience with serious games?  These digital games are currently in great demand, and rightly so. Especially in the last few years, serious games have proven that learning through play is possible at any age. More and more e-learning projects are gearing their design to this new type of digital training. The business world, in particular, derives excellent added value from it. Employees get new training measures at hand and are motivated to increase their goals and those of the company sustainably.

 

What are serious games?

Serious games are digital games that go beyond pure entertainment. They serve to impart knowledge and skills to the user while playing. This is achieved by integrating digital training measures into ordinary game environments. Playfully, complex contents can be visualized and brought closer to the participant. There are no limits concerning the target group and the area of application.

 

 

Serious Games vs. Traditional Training

Numerous studies show that games are one of the most effective ways to learn, even in adulthood. Unlike traditional learning content such as books, graphics, or videos, serious games allow direct interactions. The learner is directly in action. He can perceive the learning content more intensively and determine his learning speed. Traci Sitzmann is also a proponent of game-based learning. In her study “Meta-Analytical Examination of the Instructional Effectiveness of Computer-Based Simulation Games,” she found the following advantages of serious games over traditional training: [1]

  • Increase of user confidence by 20%
  • Increase of ability to retain what is learned by 90%.
  • Expansion of practical knowledge by 20%
  • Mastery of up to 300% more tasks

 

How gamified projects become a success

When applying gamification techniques to learning content, it is important to address the desired user behavior. Once this behavior has been defined, all gamified techniques can be aligned with it. It is important to understand that it is not about playing for the sake of playing but that there is a clear goal.[2]

 

 

 

 

 

 

 

[1] A Meta-Analytical Examination of the Instrucional Effectiveness of Computer-Based Simulation Games“, 2011, Traci Sitzman

[2] Prevencontrol

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