Gamification as a new way of learning at work

Play at work. Easy as that. This increasingly established method has emerged to promote leisure in the workplace while combining training and recreation.

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Play at work. Easy as that. This increasingly established method has emerged to promote leisure in the workplace while combining training and recreation.

Implementing gamification in various sectors of the economy has already become a reality. Training and recreation while at the same time increasing efficiency. Companies have found in gaming the perfect method for encouraging motivation and bonds between workers.

In recent years e-learning has allowed for more flexible schedules and personalized training. However, e-learning can be boring and discouraging to employees. It is quite useful, but at the same time, employees probably aren’t drawn to it in the same way as they might be to a game. According to the website Gamelearn, studies show that company gamification improves knowledge retention, increases the number of successfully finished online courses, and makes learned content more applicable on a daily basis.

Gamification has an important ally: technological development. The combination of both makes learning more attractive. This type of training not only allows for the improvement of employees’ skills, but also helps companies to identify their skills and behaviours.

Banco Santander is one of the first enterprises to elect this method; Specifically, to improve training in behavioural programs of the department of cybersecurity. Lisette Guittard, Global Head of Cybersecurity Awareness at Banco Santander, stated at the last board meeting: “Game-based learning. Changing the rules of the game” held in Madrid, that the entity presided over by Ana Botín has created a game featuring different professional profiles from several countries. “The worker has to make decisions in various situations in the game. At the end of game, they can see what might happen if they choose the wrong option,” Guittard said.

The path toward knowledge doesn’t have to be boring or monotonous. Google, Correos, and Almirall are other enterprises that use gamification. Indra is another that has best implanted gamification by developing TGo Games, an app for smartphones based on geolocation technology and augmented reality.

The values the method embodies are directly related with the great workforce of the next six years: the millennials. For them, gaming is not just for fun and work is not everything.

 

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