Facing a potential brain drain may require radical thinking from conservative companies. A new wave of freshly minted college grads, a demographic that was literally raised on video games, will revolutionize the way workplaces operate, predicts Byron Reeves, a professor at Stanford University and a proponent of game-based learning in the corporate sector.
For this “gamer generation,” competition is fun and familiar, trial and error is a learning strategy and risk is understood as being necessary for success.
“The expectations that are being developed in games are the same ones that this generation will bring to work,” he adds.
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About Serious Games
Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
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Monday 16 June 2008
Game-Based Learning - Small industry, big plans
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