Make Training Fun and Interactive Through Gamification

In the field of adult education, inspiring newcomers and providing effective instruction have always been goals. Contributors may occasionally lack the motivation to conduct research due to job demands or a loss of interest, which might have disastrous implications on their education. But thanks to contemporary methods, such tabletop video games, we will totally transform people’s perspectives on schooling.

This blog post by Aniday uses real-world examples to help us understand how powerful games can be—not just for entertainment purposes, but also for igniting a passion for learning and promoting communication.

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Increased Willingness to Learn

Being willing to look things over is one of the most fulfilling aspects of in-person learning, especially for those who are less motivated than others. They are even more prone to become disinterested if they encounter a foolish and judgmental teaching style. So, how can we make learning enjoyable and successful?

Actually, a variety of training techniques exist that can solve the aforementioned issues, not only raising people’s analytical capacity but also adding enjoyment to the entire learning process. I have particular experience leading publications with a business theme by using tabletop games as props.

Tabletop Games

Making learning fun by utilizing props and tabletop recreation playing cards.

using video games to simulate real-world scenarios in an effort to lessen the importance of learning by trial and error.

I have incorporated tabletop games into my educational material on a regular basis over the years, and I have even had positive feedback from members. I believe that there are three important things to remember when applying tabletop video games to real-world educational problems.

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Key Point 1: Simulate Real Situations

Video games may no longer just be games; they must now reflect reality. Actually, the concept of sandbox simulations has been used historically in army sports to apply this kind of thinking. In the past, military strategists might further consider strategies and procedures by simulating armies fighting on a sandbox.

In fact, I’ve applied the concept of a sandbox to modern corporate training, and my sandbox is tabletop games. I use tabletop video games to guide people through corporate state of affairs simulations. Through scenario modeling, we will enhance participants’ introspection in particular domains and facilitate their rapid acquisition of pleasure, discovering unique approaches to problem-solving.

Because tabletop games can be based on business scenarios, I usually choose them because they are more realistic. We may engage contributors and make them feel as though they are a part of the current situation by creating plausible scenarios. The decisions and considerations made in these situations are more valued as references than reading paper documents in their entirety.

Key Point 2: Collaborative Interaction

Video games on a tabletop are commonly referred to as non-electronic games. One distinct advantage of tabletop video games over visually rich and stunning video games, mobile games, and computer games is the intense real-time player interaction.

We may observe how players make decisions, assess and respond to unforeseen circumstances, resolve disagreements, and determine whether to focus on fulfilling their own responsibilities or spend time with their teammates through games.

Every interaction that participants have while playing a sport is valuable to instructors for future discussion and comment. We can obtain important information from the way that people behave and speak. I have even utilized tabletop games to evaluate players’ skills because, occasionally, a game will reveal unique aspects of the same character.

The plethora of dialogue and interaction undoubtedly facilitates the creation of enjoyable learning environments.

Key Point 3: Guiding Reflection

Tabletop games are merely a way to pass the time and a component of the educational process. The most important thing to us is how the contributors reflect on their accomplishments, identify the root of problems, and look for solutions to improve their abilities and prevent making the same mistakes in the future.

People can quickly engage in the process of corporate debate, decision-making, division of labor, and implementation by using tabletop video games to give company simulation scenarios. I start by letting people benefit from insightful game reports, then after the game, I let them engage in deep mirror images and genuine connections, and finally, I provide them the necessary knowledge.

Not only does this path form no longer receive excellent feedback from contributors, but it also encourages learning and alternate more successfully than traditional teaching methods.

When it comes to using tabletop video games for educational purposes, these three essential elements sum up my operational philosophy. Games are more than just basic activities; they may be a powerful tool to promote and support learning. Aniday thinks that these findings and research will encourage more people to adopt that strategy for changing their courses and improving the educational experience for all students.

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