Gaming in eLearning for Youth Learners

Gaming in eLearning for Youth Learners

In the past one decade or so we have all witnessed rapid technological advancements in the field of science and technology. Also, there has been a tremendous shift in the learning and training methods of education. We have indeed come a long way from the traditional ‘sage on the stage’ classroom lectures to the most modern ‘learn anytime, anywhere, at your own pace’ eLearning ways! Today, with hundreds of new tools and sophisticated technologies at our disposal, organizations are seeking the help of global eLearning designers to leverage technology by designing courses which are interactive, interesting and addictive for their employees.

Let’s give a thought about specifically how organizations can make courses interesting to their younger employees who are going to be their future. Youth learners are no different from any other learners except that they have high energy and an advantage of being at a prime age where they can learn anything easily that their mind is set on! For instance, consider the following design strategies.

  • Clear Objectives,
  • Simple Course Structure,
  • Organized Content,
  • Interesting Visuals,
  • Realistic Scenarios,
  • Engaging Interactions,
  • Tempting Problems,
  • Meaningful Assessments,
  • Timely Feedback and,
  • Case Study Videos

These strategies are likely to enhance the interest of the new age employees. However there is one area specially meant for the youth and that is ‘Gaming.’

‘Gaming in learning’ is an idea which is catching up and is still a topic of hot discussion among eLearning researchers, trainers and educationalists. In unison, this fraternity believes that ‘Gaming strategy’ is best suited to teach ‘any’ topic to today’s youth learners! The reasons for this are many:

  • Gaming can leverage modern technologies in the best possible way.
  • Gaming is highly engaging.
  • Gaming can be ‘immersive’, keeping the learners fully occupied.

Unlike the general perception that gaming has no value but is simply a waste of time, researchers have consistently seen that well designed games not just motivate the learners but also help in enhancing these qualities:

  • Perception,
  • Creativity,
  • Cognition,
  • Confidence,
  • Decision-Making Ability,
  • Strategy Planning,
  • Hand-Eye Coordination,
  • Quick Response and,
  • 3D Imagination

Thus as a thumb rule, many organizations are requesting eLearning designers to think in terms of ‘games’ and incorporate interesting games in their eLearning material. They could be strategy games, two or more player games, reward oriented games, serious games, fun games, quick games or any other kind of games as long as it is aligned to the course objective and is the main themes. They could also be part of assessments in eLearning courses.

Therefore, as a part of their eLearning strategy, organizations cannot ignore the fact that youth learners live, play and breathe games. Including them in eLearning courses is a natural effort to gain their 100% involvement and acceptance.