The chances are four to one that employees under the age of 34 have been playing video games since their teenage years. Organisations are now capitalising on this information by using new technology and software to train, transfer knowledge and elicit behaviour changes within their workforce. Digital games-based learning (DGBL) is a merger of two seemingly opposed worlds: serious learning, found in schools and in businesses, and interactive entertainment, derived from computer and video games. Using techniques developed in the interactive entertainment industry, DGBL makes computer-based learning appealing to the end user. For many years, video games have been covertly using advanced learning principles to teach players how to use their complicated software products. The addictive quality of video games is a by-product of these embedded learning strategies and thus an ideal tool to solidify knowledge.
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