Recently I was exposed to a TED talk online which would explain 'Gamification at work'. This video held some interest considering that my current job would entail implementation of brand new software into small to medium businesses.
The main obstacle that we currently have is to properly incorporate the use of Gamification, into businesses which have little to no experience of modern day software. This is where this video has struck a note:
Can adult edutainment become the main staple of learning new software platforms into a company?
Of course, it can! Currently, the standard in learning software consist of watching the video of product demonstration, webinars, and from there thrown into the fire with the use of the system. This is great for the visual learner and the busy man who have little to no time learning software. The complication of learning through these methods is that we have given the end user absolutely no experience with the use of the system.
In today's generation (The Nintendo Generation) we have all become attuned to learning methods through hands-on tactile learning. Adult edutainment can become a standard to learning new software for any of the three types of learners: audio, visual, and hands-on learning.
Larger companies such as Microsoft have already tried their hands into this new type of edutainment through 'Ribbon Hero'. This game would take you on a journey of our favorite Microsoft mascot 'Clippy' into the use of main Microsoft Office Suite. From this plugin, the end user would be able to experience the use of Office through the basic needs all the way up to the advanced use of the Office line. Although I have not seen this put to use outside of the age range of 10 - 15 this would be a great insight into adult edutainment, and our human need for motivation in learning.
Microsoft have already tried their hands into this new type of edutainment through 'Ribbon Hero'
Adults have an issue with motivation. Our attention spans have shortened from a 45-minute class as a child to less than 5-minute youtube video. The only way we may be able to once again captivate and satisfy our needs to learning and moving forward would be to incorporate immediate gratification through digital points, experience, and leveling up. To any future e-teachers, make use of this platform. The Nintendo generation is now today's teachers, and the Xbox generation is within OUR classroom.