We encourage our clients to use interactive learning modules and games to engage their users. These are some of the reasons why.
Learning is not a transfer of information. Do not rely on weapons of mass instruction! Learning is about engaging emotions and effecting behavior change. It’s a transformation that changes our brains. Remember that you are not only trying to secure your organization but also the people, thereby making each employee, your organization – and ultimately the world! – a safer and more secure place.
We learn by doing. “…the 2006 Summit on Educational Game by the Federation of American Scientists found that students recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number raised to 30%, and if they observe someone carrying out an action while explaining it, 50%. But students remember 90% ‘if they do the job themselves, even if only as a simulation.’” — Play at Work
More than 66% of American households own a video game system. More than 50% of adults ages 18-35 play video games. 97% of kids under the age of 18 play video or computer games. By 2025, those kids will be working for you and 75% of the workforce will be millennials. How will you train them?
Interactivity is the key to engagement, participation, and better retention. We are accustomed to interacting with technology daily, clicking and getting results. Users will not be content to sit through an hour long video presentation. Engage them, encourage them to participate in their own learning.
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