This week you will synthesize the information you have gathered and begin creating the analysis and conclusion portion of your assignment. For this section of the assignment, you will clearly and succinctly restate the problem or topic being investigated, summarize your findings, and discuss implications or meanings behind the data gathered. Double spaced
Topic: Using Gaming in Education or Workplace
2
The Role of Gaming in Enhancing Education and Workplace Training
Research Methods
The Role of Gaming in Enhancing Education and Workplace Training
Gaming has emerged as a powerful and important medium for learning at school and in the workplace. It offers a live, fun, engaging, and comprehensive platform that galvanizes knowledge attainment and skill improvement. Scholars have investigated the availability of different methods of evaluating the impact of gaming on learning and training in the workplace, including data collection methods, samples, and research paradigms. This paper discusses these investigative strategies based on emergent research findings that have revealed the effectiveness of games in learning.
How Has Gaming in Education and Workplace Training Been Investigated?
Research on student gaming in academic education and workplace examinations has employed one of the following methods: experimental, case, and survey research. Most investigations concern student interaction, cognitive enhancement, and learning accomplishment when using games in learning spaces (Adipat et al., 2021; Neerupa et al., 2024). One of the most significant methods is based on assessing the student’s performance during the game placement of concepts in practice. Another important approach involves evaluating the student’s outcome during the game placement of concepts into practice tests. For instance, Adipat et al. (2021) have considered pre-and post-test questionnaires to examine the impact of games in higher education. In such models, the subjects that engaged in the educational games showcased high retention rates and problem-solving skills compared to traditional learning methods. Studies have also been done on how gaming can enhance skills and knowledge transfer in workplace training. In the recent study by Krajčovič et al. (2021), virtual reality educational games applied in lean management training were considered. The researchers used surveys and observational analysis to evaluate the training outcome. It was observed that gaming-based learning was perceived by the employees as motivational and enhanced their understanding of the cross-sectional complicated industrial operations.
Data Collection Methods and Study Populations
The literature review revealed that the following research methods are widely used in game-based learning outcomes surveys, interviews, and performance measures. Quantitative methods such as pre-and post-test comparisons (Krajčovič et al., 2022) and correlation and regression analysis (Neerupa et al., 2024) help measure knowledge acquisition and retention. Quantitative and generally, survey questionnaires are especially helpful in describing the extent of learners’ experience and attitude toward game-based learning in instructional and training contexts. In the studies above, the populations differed accordingly depending on the aim and objectives of the studies. Most of the literature revolves around university learners, especially the ones in technology and engineering learning institutions (Adipat et al., 2021; Neerupa et al., 2024). These students would benefit from game solutions that imitate real-life problems and thus improve their problem-solving ability and decision-making skills. The target subjects of WSs in workplace training are more often than not embracing participants in the manufacturing, health care, and business industries since gaming gives them simulated training in a no-risk area (Krajčovič et al., 2022).
Research Designs and Analysis Techniques
In studies relating to gaming in education and the workplace, it is possible to identify a number of experimental and quasi-experimental research designs that are frequently used. These designs allow the researcher to conduct pre-test and post-test results to evaluate the efficiency of using games in teaching as opposed to conventional forms of teaching. For instance, Krajčovič et al. (2021) used a study design between the control and experimental groups. The subjects were divided into the experimental group, which undertook their learning in a virtual reality environment, and the control group, which undertook conventional learning methods. This showed that people who used gaming in training were more capable of grasping lean management knowledge, which was retained in them for an extended period. As a last note, it is also helpful to establish that case studies provide a realistic view of how gaming is used effectively in learning environments. Krajčovič et al. (2022) were more inclined to propose virtual reality to support instruction based on observation and meaningful questions addressed to the students. The authors also identified that virtual reality gaming assisted students in understanding many industrial processes and sharpened their critical thinking skills.
Conclusion
Computer and video gaming have proved to be practical tools in education and even teaching methods in workplaces as a way of training employees creatively. The information about the impact has been gathered through survey research designs, case research, and experimental research methods. Evaluation tools like pre-and post-surveys, observation, and learners’ feedback are given to offer a detailed insight into the efficiency of the given subject. Based on the current studies, gaming elevates knowledge comprehension, increases interest, and develops problem-solving skills; hence, it should be adopted in educational settings and training environments. Further research on the topic has to address the further uses of this kind of gaming across more fields for improving skills and knowledge gain.
References
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based learning: The fundamental concepts.
International Journal of Technology in Education,
4(3), 542–552.
https://doi.org/10.46328/ijte.169
Krajčovič, M., Gabajová, G., Furmannová, B., Vavrík, V., Gašo, M., & Matys, M. (2021). A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management.
Electronics,
10(7), 838.
https://doi.org/10.3390/electronics10070838
Krajčovič, M., Gabajová, G., Matys, M., Furmannová, B., & Dulina, Ľ. (2022). Virtual Reality as an Immersive Teaching Aid to Enhance the Connection between Education and Practice.
Sustainability,
14(15), 9580.
https://doi.org/10.3390/su14159580
Neerupa, C., Kumar, R. N., Pavithra, R., & William, A. J. (2024). Game on for learning: A holistic exploration of Gamification’s impact on student engagement and academic performance in educational environments.
Management Matters,
21(1), 38–53.
https://doi.org/10.1108/MANM-01-2024-0001
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