This study investigated the role of "gamification" and “gaming” in training adult learners in the application of technical and soft skills for an entry-level position at a Fortune 250 company. In considering the most effective instructional approach, one goal of this study was to capture the value measured through the company’s return on investment. Virtual gamification and gaming components were developed and implemented in the U.S. and Mexico training centers.
This study investigated the role of "gamification" and “gaming” to prepare adult learners in the application of technical and soft skills for an entry-level position at a Fortune 250 company. Utilizing simple software programs, novice and intermediate instructional designers created tools for learning. In considering the most effective instructional approach, one goal of this study was to capture the value measured through the company’s return on investment. Virtual gamification and gaming components were developed and implemented in the U.S. and Mexico training centers.
The research design was constructed to assess the individual and combined effect of overall job performance of the new employee. The study also evaluated the effect of environmental factors and coaching techniques. The results showed that gamification with gaming components, can improve an adult learner’s skill acquisition and memory retention, particularly comprehension thirty-or even sixty days after the initial learning experience. This study supports the hypothesis that constructivist gamification or gaming components can influence the retention of technical and soft skills in an industrial setting.