The ideal of interactive, highly engaging training and education is an ancient one. A Chinese proverb says: "Tell me and I will forget. Show me and perhaps I will remember. Involve me and I will understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an increasingly interactive, multimedia and user-controlled lifestyle. With game-based learning tools to bridge this gap comes the promise of much more productive and engaged students and workers who embrace learning. There are two approaches to games and learning, namely game-based learning (GBL) and gamification. GBL, also called "Serious Games", are computer games or video games designed for a primary purpose (educational or problem solving) other than entertainment. This involves the use of simulations to support teaching and learning. Game simulation is an interactive learning environment that allows you to face authentic situations that faithfully imitate reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, healthcare workers can practice a new medical procedure using a serious simulation game before introducing it into the workplace.” Several studies have been conducted on learning and serious gaming, for example, a recent study by the Office of Naval Research found that video game players perform 10 to 20% better in terms of perceptual and cognitive abilities than gamers who do not play games and that video games have helped adults process information faster (Steinberg, 2012). Another study by the Federation of American Scientists found that students re... middle of paper ...... student motivation and attention and, in particular, games can become a facilitator for studying and self-directed research; when students enjoy a specific area of a game, they become more likely to look it up online, read a book about it, or watch a documentary about it (Rapini, Sarina 2012). Research has shown that games, in the right context, can be just as, if not more, effective than traditional e-learning. Improves problem solving, creativity, risk assessment and risk taking. The game also supports B.F. Skinner's behavioral theory: that behavior is a function of its consequences. As in real life, when most people experience negative consequences for something they do, they don't do it again. In video games the same concept applies: you go through that particular door, you fall into the elevator shaft and you lose the game... will you do it again? Probably not.
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