Introduction E-learning, like voice response systems, ATMs, and other electronics, is here to stay. Learning by parallels, is the kind of education that occurs in simulations or simulation based games. It provides a system of training and directly transfers skills and knowledge from the virtual world to the physical world
E-learning consumers expect programs that include the same inventive tools and techniques used in the computer gaming industry (like graphics, interface, and skill-building challenges) to deliver a learning experience that’s gripping, informative, and fun. Games have a lot to teach us about creating effective learning. One must use the rules and parameters of authentic situations to test the learner in actual tasks in virtual situations. Give the learner “game situations” in which the learner must apply specific knowledge to a specific situation The learning content should be designed with a lucid story line and interactive drills that are appealing and relevant to course aims. Ideally, a computer game and game based e-learning experiences should leave the participant free to make choices that directly impact the conclusion of the story line. For instance, an e-learning program might establish the following set-up–Your Company is at a turning point, and you must choose a strategy that will help distinguish it in the marketplace. The strategy you choose will recommend the investments you need, the employees you hire, and the clientele you pursue. As events unfurl, you may alter your strategy, suffer the penalty of poor decisions, and reap the rewards of good decisions. Despite the result, the story line provides familiar frames of reference for all players and can make possible individual or group learning at any scale. Another important factor is to offer the same learning without the game format to anyone who wants it, so that no one is obligated to play a game they do not like. If trainees can switch in and out of the game format at will and still continue the learning path, many will start with the game and later switch out, while some will start without the game, investigating it only after they get jaded with the non-game learning approach.
Research shows that people learn better when they are comfortable and having fun. Excellent teachers all through the ages have known this and used fun, play and games as part of their teaching strategies. It is possible to teach not only facts, but judgment, logic, behavior, skills, safety, ethics, etc. through well-designed games The key is to coalesce the engagement power of games with the content we want people to know at the conclusion – designing games which are fun, but unlike many commercial games, not frivolous.
Making something enjoyable does not make it frivolous, and can make it much more memorable. Bankers Trust uses a Doom-style game (with the aggression removed) for policy training. Precariousness Coopers uses a game for tricky and serious product training. The Boston Consulting Group uses a game to connect clients in the business development process. Games are part of important medical and legal training. . Gaming develops temperament of play, flexible attitudes and innovative thoughts. Today the importance of games in teaching is well realized and respected in the E-learning industry.