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ON THE JOB VIDEO TRAININGCASE-2

1. How can video games be used to enhance learning? Transfer of training.ANS:Video games are much useful for learning. Peoples perspective view of video games is much different, many people thought playing video games are waste of time and money. The solution isn't to banish the games, says one Florida State University researcher. A far better approach, advises Valerie J. Shute, is to make the learning experience more enjoyable by creating video games into which educational content and assessment tools have been surreptitiously added -- and to incorporate such games into school curriculum.FOR CHILDRENPlaying video games, including violent shooter games, may boost childrens learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association.Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Childrens creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.Simple games that are easy to access and can be played quickly, such as Angry Birds, can improve players moods, promote relaxation and ward off anxiety, the study said. If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider, said Granic. The authors also highlighted the possibility that video games are effective tools to learn resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend and millions of people worldwide participate in massive virtual worlds through video games such as Farmville and World of Warcraft, the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively.FOR EMPLOYEESGames are also being developed to help teach customer service workers to be more empathetic. Cyberlore, now rechristened Minerva Software Inc., is developing a training tool for a retailer by rejiggering its Playboy Mansion game. In the original, guests had to persuade models to pose topless. The new game requires players to use the art of persuasion to sell products, and simulates a store, down to the carpet and point-of-purchase display details.

2. What features does a video game need to have to be an effective training method?ANS: To use video games as the effective ones, further to enhance the intelligence of the employees we need a good interactive game. Interactive games will create a virtual environment where employee project himself as a part of the environment. This will create the competitive skills in the employee and he participates 100 % in the game to win the game. This winning nature will be a good asset to the employee he never think about losing the game.He military has used video games as a training tool since the 1980s. Now the practice is catching on with companies, too, ranging from Cold Stone to Cisco Systems Inc. (CSCO) to Canon Inc. (CAJ) Corporate trainers are betting that games' interactivity and fun will hook young, media-savvy employees like Holshouser and help them grasp and retain sales, technical, and management skills.

"Video games teach resource management, collaboration, critical thinking, and tolerance for failure," says Ben Sawyer, who runs Digital mill Inc., a game consultancy in Portland. To

The market for corporate training games is small but it's growing fast. Sawyer estimates that such games make up 15% of the "serious," or non-entertainment market, which also includes educational and medical training products. Over the next five years, Sawyer sees the serious-games market more than doubling, to $100 million, with trainers accounting for nearly a third of that. Its numbers like those that prompted Cyberlore Studios Inc., maker of Playboy: The Mansion, to refocus on training games -- albeit based on its Playboy title. And training games will be top of mind at the Game Developers Conference in San Jose, Calif., this month.

3. Do you believe that some generations of employees will react positively to video games used for training than other generations? Why? Explain your answer?

ANS:

Most of the workplaces today loaded with stress. The need for results, time! Pressure and opportunities are contributing factors in the biggest migration of workers. Gen X and Gen Y is making today the most significant impact in the workplace. They are empowered, consumer oriented, technologically savvy and they are not afraid to speak up for change in their workplace. Gen X and Gen Y are advocating for a more fluid use of time in their workday. They think, why not work from morning till noon, take off part of the afternoon and then restart again at 5 p.m. and continue to! Mid night in their minds and in their always on world, they see this arrangement as perfectly legitimate as long as they get their work done and meet customer expectations. For the Boomers, who are either afraid of new technology or just simply do not understand it, the impact is that the new generations do not seem fully committed. There is still the perception in a workplace that if the employees are not seen, they cannot be working. There is a perception by the older generations that the new generations do have an entitlement mentality, that they are presumptuous and want to be accommodated with their demands. They expect more and express differently. Driven by their formative experiences, they are simply not afraid to expect more from their employers and they are certainly not afraid to ask for more. Such attitude can be viewed by Traditionalists and Boomers as rude and presumptuous. The biggest danger might be the impact that emotionally unintelligent managers are having on the younger generations as a result of their reactions and judgments. Gen X and Overcoming Generational Gap in the Workplace "Talent Management Team - Executive Office - United Nations Joint Staff Pension Fund Gen Y employees leave managers and not organizations and managers inability to deal with the frustration that comes with managing the younger generation result in lost productivity. Conflict in the workplace and increased turnover. Avoiding the trap of understand.

4. The article discusses the use of video gaming by cold stone and canon. How would you evaluate the effectiveness of video gaming? What out comes would you collect? What evaluation design would you use?ANS:COLD STONE and CANON are two video games which are serving different type of objectives. Personally I select COLD STONE as the game plays key role in effective usage of the cream. The cream in the each cone will in turn influence the companys profit.EVALUATION OF EFFECTIVENESS OF VIDEO GAMINGPortion control and customer service in a cartoon-like simulation are enough good to train employees. The company says 30 % downloaded, that means the employees are more interested to learn the work through the games and do the work by means of smartness.OUTCOMESVideo games teach RESOURCE MANAGEMENT COLLOBORATION CRITICAL THINKING TOLERANCE FOR FAILURE CONSISTENCY ACCURACY SMART THINKING