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CASE-2
1. How can video games be used to enhance learning? Transfer of training.
ANS:
Video games are much useful for learning. Peoples perspective view of
video games is much different, many people thought playing video games are
waste of time and money. The solution isn't to banish the games, says one
Florida State University researcher. A far better approach, advises Valerie J.
Shute, is to make the learning experience more enjoyable by creating video
games into which educational content and assessment tools have been
surreptitiously added -- and to incorporate such games into school curriculum.
FOR CHILDREN
Playing video games, including violent shooter games, may boost childrens
learning, health and social skills, according to a review of research on the
positive effects of video game play to be published by the American
Psychological Association.
Playing video games may also help children develop problem-solving skills, the
authors said. The more adolescents reported playing strategic video games,
such as role-playing games, the more they improved in problem solving and
school grades the following year, according to a long-term study published in
2013. Childrens creativity was also enhanced by playing any kind of video
game, including violent games, but not when the children used other forms of
technology, such as a computer or cell phone, other research revealed.
Simple games that are easy to access and can be played quickly, such as Angry
Birds, can improve players moods, promote relaxation and ward off anxiety,
the study said. If playing video games simply makes people happier, this seems
to be a fundamental emotional benefit to consider, said Granic. The authors
also highlighted the possibility that video games are effective tools to learn
resilience in the face of failure. By learning to cope with ongoing failures in
games, the authors suggest that children build emotional resilience they can rely
upon in their everyday lives.
Another stereotype the research challenges is the socially isolated gamer. More
than 70 percent of gamers play with a friend and millions of people worldwide
participate in massive virtual worlds through video games such as Farmville
and World of Warcraft, the article noted. Multiplayer games become virtual
social communities, where decisions need to be made quickly about whom to
trust or reject and how to lead a group, the authors said. People who play video
games, even if they are violent, that encourage cooperation are more likely to be
helpful to others while gaming than those who play the same games
competitively.
FOR EMPLOYEES
The market for corporate training games is small but it's growing fast. Sawyer
estimates that such games make up 15% of the "serious," or non-entertainment
market, which also includes educational and medical training products. Over the
next five years, Sawyer sees the serious-games market more than doubling, to
$100 million, with trainers accounting for nearly a third of that. Its numbers like
those that prompted Cyberlore Studios Inc., maker of Playboy: The Mansion, to
refocus on training games -- albeit based on its Playboy title. And training games
will be top of mind at the Game Developers Conference in San Jose, Calif., this
month.
Most of the workplaces today loaded with stress. The need for results, time!
Pressure and opportunities are contributing factors in the biggest migration of
workers. Gen X and Gen Y is making today the most significant impact in the
workplace. They are empowered, consumer oriented, technologically savvy and
they are not afraid to speak up for change in their workplace. Gen X and Gen Y
are advocating for a more fluid use of time in their workday. They think, why
not work from morning till noon, take off part of the afternoon and then restart
again at 5 p.m. and continue to! Mid night in their minds and in their always on
world, they see this arrangement as perfectly legitimate as long as they get their
work done and meet customer expectations. For the Boomers, who are either
afraid of new technology or just simply do not understand it, the impact is that
the new generations do not seem fully committed. There is still the perception in
4. The article discusses the use of video gaming by cold stone and canon. How
would you evaluate the effectiveness of video gaming? What out comes
would you collect? What evaluation design would you use?
ANS:
COLD STONE and CANON are two video games which are serving
different type of objectives. Personally I select COLD STONE as the game plays
key role in effective usage of the cream. The cream in the each cone will in turn
influence the companys profit.
EVALUATION OF EFFECTIVENESS OF VIDEO GAMING
Portion control and customer service in a cartoon-like simulation are enough
good to train employees. The company says 30 % downloaded, that means the
employees are more interested to learn the work through the games and do the
work by means of smartness.
OUTCOMES
Video games teach
RESOURCE MANAGEMENT
COLLOBORATION
CRITICAL THINKING
TOLERANCE FOR FAILURE
CONSISTENCY
ACCURACY
SMART THINKING