Videogaming Principles and the Workplace
Abstract (Summary)The problem of this study was to determine the usage of the theories contained within Gee’s (2003) 36 Learning Principles in current workplace training. To that end, an online survey was administered to workplace-training professionals. The survey was comprised of 21 Likert scale statements gauging the usage of those principles. A survey-making software package was then used to convert all collected raw data into utilizable percentages. Those reported percentages were grouped based on predefined, categorical groupings within the survey-instrument. After the survey had been performed and data analyzed, the results for all three groups indicated a high usage of Gee’s (2003) 36 Learning Principles. Certain similarities and differences were also noticed overall as well as when the groups were compared on an individual Likert-scale-statement basis. Within that comparison, certain training methods were found to be used more often than others. Similarly, certain methods were given a higher priority than others. Among the more frequently used methods by the trainers were allowing the learner to be actively involved in the learning process, to foster intrinsic value for the learning process, allowing the learner to understand the content, to give the learner information at relevant times and in appropriate amounts. Among the lesser prioritized methods used by the trainers were allowing the learner to perform self-refection and evaluation, practice newly-acquired skills multiple times, until mastery level is achieved, problem-solve while using various resources, and developing and mastering consecutive skills.
School Location:USA - Ohio
Source Type:Master's Thesis
Keywords:videogames training adult
Date of Publication:01/01/2008