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Serious games are simply BETTER at teaching skills 

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Serious games are simply BETTER at teaching skills 

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because most of the training time is spent practicing the skills,

plus has specific learner feedback

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1.http://www.gameonlearning.com/

2.http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-Games-to-Enhance-Student-Achievement.aspx

3.http://www.youtube.com/watch?v=4qlYGX0H6Ec

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Games can"improve the business impact of the organization by REALLY increasing employee proficiency in critical business skills." 1.

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Games can"improve the business impact of the organization by REALLY increasing employee proficiency in critical business skills." 1.

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Corporate Training is ineffective when:                      1.

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Corporate Training is ineffective when:                      1.

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there is no opportunity to engage during training,

or apply the learned skills afterwards.

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Games can and should be used by corporations   1.

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Games can and should be used by corporations   1.

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The results are impressive with learners expressing high marks for its educational and applicable nature

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Difficult subjects can be taught in a fun and light-hearted way.                                                                                                       2.

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Difficult subjects can be taught in a fun and light-hearted way.                                                                                                       2.

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YouTube video of teacher using games to learn!                           3.

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YouTube video of teacher using games to learn!                           3.

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Classroom Game Design: Paul Andersen at TEDxBozeman

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Effective tools for highest gains in Learning :                                                                                                               2.

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Effective tools for highest gains in Learning :                                                                                                               2.

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1. Use teams for small competitions

2. Create games to focus on the big ideas

3. Review with students on the high and low points of the game.

4. Give students the opportunity to review their notes and make changes based on what they learned

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Students are comfortable with games. They are a part of their daily lives.                                                                                                                           2.

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Students are comfortable with games. They are a part of their daily lives.                                                                                                                           2.

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Gaming has real numbers behind its effectiveness. Use of learning games has shown a "20% gain in student achievement."  2.

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Gaming has real numbers behind its effectiveness. Use of learning games has shown a "20% gain in student achievement."  2.