Appetite for Gadgets and Associated Games—Not Slowing Down

By Karl Kapp
In a recent article, in the Huffington Post titled Microsoft's Kinect Selling Twice As Fast As The iPad . It was stated that while the adoption rate of the iPad was fast, Microsoft has sold more units of it’s Kinect product faster than the iPad. It has sold over 2.5 million sensors within the first 25 days on the market.

So, while the multi-purpose iPad serving as—an internet connection, an e-reader and a portable game platform—was popular, a gaming platform is even more popular.

This speaks to the enjoyment most individuals receive out of video games. The immediate feedback, the sense of control and the ability to directly influence actions all contribute to the enjoyment received while playing a game. An enjoyment seldom experienced while sitting through an elearning or instructor-led class.

The goal of folks in the training industry needs to be an incorporation of the fun and exciting aspects of games into learning environment. A method needs to be created to reproduce some of the energy and enthusiasm that is generated and convert into learning.

And while some people say this can’t be done, I always think of young children who love to learn, play and experiment with their environment asking incessant questions,  testing boundaries and having an enthusiasm for learning new things until….of course….they go to school and then learning becomes boring.

We cannot longer bore our learners no matter what the age. So, take three lessons from games:
  • Constant feedback
  • Consequences for wrong decisions/answers (sometimes so sever you have to start from ground zero)
  • Continual problem-solving
Use these factors in the next sales, leadership or communication training program you put together and see how quickly learners flock to you.

For more information on using interactive environments for learning and instruction
 check out Learning in 3D .

Posted in: Technologies

About the Author

Karl Kapp

Karl M. Kapp, Ed.D., professor of instructional technology, is a scholar, author, speaker and expert on the convergence of learning, technology and business. His background teaching e-learning classes, knowledge of adult learning theory and experience training CEOs and front line staff provides him with a unique perspective on organizational learning. Karl teaches graduate-level courses on the topics of virtual learning worlds, e-learning applications and the business of e-learning at Bloomsburg University and consults with Fortune 500 organizations on implementing virtual learning worlds and learning technologies. He is author of four books including, Gadgets, Games and Gizmos for Learning: Tools for Transferring Know-How from the Boomers to the Gamers which describes learning methods to transfer knowledge from the boomer generation to the upcoming gamers using gadgets, games and gizmos. The book's web site is www.gadgetsgamesandgizmos.com. Recently, he co-authored a book with Tony O'Driscoll titled Learning in 3D: A New Dimension to Enterprise Learning and Collaboration which will be released in January 2010. His web site is www.karlkapp.com.

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