Come, Let Play to Train
If one thing has tremendously advanced during the current pandemic, it is e-learning. People have accepted that e-learning is the way to go for a long span because Covid does not seem to be leaving any time soon.
However, e-learning is a complicated concept. Keeping students and trainees involved in the session when you do not have a physical connection with them is challenging. To help online training and e-learning, TEAMS has presented a very successful solution in the shape of virtual games.
The critical difference between gamification incorporates games or other activities to introduce study concepts into traditional eLearning programs to increase participation and engagement. On the other hand, serious games are feature-packed games with typical game structures and deliver educational value and entertainment.
TEAMS 's video games are scenario-based to train people in life skills and corporate skills through full-blown games. Since they are deeply engrossed in the game, whatever skills they develop live with them for a very long period. Since they have a sensory stimulus and experience attached to their learning.
The most significant advantage of serious games is the guaranteed involvement of the player. I bet the trainers in e-learning find it the biggest challenge to grasp the involvement of the trainee. Since serious games have this advantage, they resulted in effective, practical, and applicable learning outcomes.
TEAMS's interactive serious video games can be used in many domains. We have seen the successful introduction of these games in training related to interpersonal skills, communication, leadership, corporate culture, team building, etc. The most significant advantages of severe games in the corporate sector can be summarized as;
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Guaranteed engagement of the player.
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Team building
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Problem-solving skill development.
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Improved performance behaviors
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Converting complex tasks into simple smaller tasks.
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Positive attitude
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Stress reduction
TEAMS is a leader in serious games development specifically and virtual learning and virtual events generally. The personalized games developed by them have proved a successful solution to the persistent problem of guaranteed engagement and memory enhancement in the corporate world.