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Testing the Effectiveness of Digital Game-Based Learning in a Corporate Context: Comparison to a Passive e-Learning Approach

Fri, May 26, 11:00 to 12:15, Hilton San Diego Bayfront, Floor: 4, Sapphire 410A

Abstract

The investment in human resources by means of training programs is a key factor in creating competitive advantage for a commercial enterprise. For cost-efficiency reasons, e-learning programs are increasingly being implemented. These programs, however, are not always being used by employees. The present study aims to test whether digital-games based learning can offer a solution for the non-engagement and drop-out of employees in e-learning programs. More specifically, the present study investigated whether the interactivity of a game results in higher motivation to learn using the method, higher levels of enjoyment and better learning outcomes compared to a passive, instructional video. For this purpose, an experimental study was conducted among 64 employees working at a large bank, testing an e-learning training program (game or instructional video) aimed at teaching the bank’s basic client-oriented principles in order to improve their loyalty to the bank. No differences regarding motivation, enjoyment or learning outcomes were found between participants receiving the game training and the instructional video. This shows that it might not always be required to –in a corporate context- invest in interactive content, considering it was not able to overcome the motivational issues related to more traditional e-learning approaches.

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