Effective learning – Serious Business Games | Successful HR development
In a world of digital transformation, new forms of language and communication are necessary, but also new learning and thinking structures, the characteristics of which cannot be trained in linear but only in networked learning worlds.
The fourth industrial revolution is in full progress. The digitalization of living and working environments is changing our society and thus also the way we learn. Under these conditions, effective collaboration is becoming even more process-oriented, networked and with a more holistic focus on value creation. Adequate learning and training opportunities are needed to meet these requirements. Employees should be able to choose their own learning path and speed of learning independent of time and location. Under these didactic preconditions, learning opportunities with the help of serious business games come to the spotlight.
Due to their increased use in personnel development, Serious Business Games have been an important subject of education and training for several years. In the age of digital transformation, video games have not only found their way into children’s and living rooms, but also in the area of business education the trend is moving towards computer-based learning games, so-called Gamebased Learning or Serious Business Games.
There is a broad portfolio for the topic spectrum of Serious Business Games. This ranges from simple learning games, through simulations lasting several months, to first-person shooters used in military training. The concept of computer-based learning games is based on the didactic insight that a close connection of learning and digital gamification content supports the acquisition and consolidation of knowledge and skills. This is achieved by transferring playful learning processes in a virtual environment. In contrast to traditional (non computer-based) learning games, serious business games use motivational methods from digital entertainment media and the film industry. In order to animate the training participant to learn in a special way, parasocial interactions and relationships are established between the training participant and the so-called non-personal character in the Serious Business Game.