Professional Documents
Culture Documents
Colin Talbot
November 2, 2023
Introduction to Digital Game-Based Learning in the Workplace
organizations look to ensure their workforce is prepared to provide goods and services
the market expects. However, globalization and the rapidly changing technology
landscape mean many organizations must prioritize learning and development efforts
and ensure they are effective and efficient (Shih-Yi & Ching-Han, 2012). These growing
led and self-led learning experiences but provide an opportunity for digital game-based
learning experiences. This literature review will explore the areas of motivation and
The first benefit examined is the ability of DGBL to increase motivation and
engagement among learners, which tends to be one of the more publicized benefits of
when the learner needs them. Arnab et al.’s 2021 study found that micro-learning DGBL
resources provide easily accessible, fun, and engaging learning content for a
games. Another study found that leveraging DGBL as part of a retail training experience
2020). The increased engagement and motivation of learners with DGBL also present
the potential to accelerate the learner’s path to proficiency, and with the development of
new frameworks, organizations can measure the potential of acceleration that DGBL
offers (Petersen et al., 2019). These studies provide some beneficial insight into how
organizations can leverage DGBL to promote engagement with formal and informal
programs creates a catalyst for learners to engage more with learning resources while
to motivate and engage their workforce to learn independently without formal support.
provide automated feedback that is adaptive to the learner’s needs throughout the
learning process. A study examining the use of DGBL for healthcare providers found
that adaptive feedback allowed learners to adjust their learning approach to improve
their overall learning gains on an individual level throughout their experience (Tuti et al.,
2020). The research team also indicated the potential of adaptive feedback to inform the
schedule or pace of learning as a promising area for future research. The feedback
possibilities with DGBL will only improve with the growing technological capabilities of
learning platforms. The future ability of DGBL to leverage sensors to capture data on
ensure learners are prepared for summative assessments (Emerson et al., 2020).
Ensuring learners are prepared for assessments also provides further support
structures for motivation as the learner is more likely to continue the learning, building
upon their success. While current capabilities of learning management systems and
platforms allow for an element of automated feedback, the learner is often on their own
to go back and find the relevant resources to reinforce their understanding. The ability of
adaptive feedback in DGBL builds upon the feedback the learner receives through
interactive and engaging experiences that directly address their needs. This seamless
through traditional learning and development methods. DGBL provides the capability for
inaccessible due to resource constraints or the ability to recreate safely and effectively.
DGBL provides opportunities for learners to train on tools, programs, and other
available (Müller et al., 2016). This ability is especially significant for organizations
environment (Ahmed & Sutton, 2017). This does present the requirement that the DGBL
experience needs to mirror the actual environment as closely as possible but allows for
allows for creating hazardous scenarios that organizations cannot expose their learners
learners to experience the hazard safely and prepare to address hazards more
effectively than through traditional training methods (Safiena & Goh, 2022). Creating
as address areas that were not previously possible. Additionally, DGBL presents
opportunities to bring their training to potential workers, freeing themselves from existing
constraints while opening the possibility for more qualified workers. The ability of DGBL
authentic, immersive experiences for learners, there are many barriers that create the
capabilities and increased learning needs make it harder for organizations to ignore
DGBL, but many barriers hinder widespread adoption. The most significant barriers are
the time to develop, lack of proven learning benefits, and learning environment
constraints that have led to traditional learning institutions relying on more traditional
learning and development methods (Lester et al., 2023). These concerns are mirrored
assessment ability to determine overall effectiveness and a need for more research on
perceived as a fun activity, and there is limited research on the effects of play at work
(Petelczyc et al., 2018). As many organizations are data and results-driven, the
still leaves too many questions and unknowns for many organizations to support
widespread implementation.
Conclusion
the effects of globalization and emerging technologies continue to make their presence
technology, while creating a need for learning, will also support the further
implementation of DGBL. It will help reduce development time, capture better data
points, and allow for adaptation to various learning settings. The benefits DGBL offers
organizations to create learning experiences that are more engaging and motivating,
produce adaptive feedback to address individual learner needs, and provide immersive
and authentic learning experiences will only become more challenging to ignore as
learning needs grow. Taking the first steps of experimentation and research on how to
incorporate DGBL into existing learning programs will allow organizations to develop
Ahmed, A., & Sutton, M. J. D. (2017). Gamification, serious games, simulations, and immersive
org.libproxy.library.unt.edu/10.1108/WJSTSD-02-2017-0005
Arnab, S., Walaszczyk, L., Lewis, M., & Kernaghan-Andrews, S. (2021). Designing mini-games as
Boudreaux, K. (2018). Serious games for training and faculty development: A review of the
15(2)https://doi.org/10.9743/jeo.2018.15.2.5
Emerson, A., Cloude, E. B., Azevedo, R., & Lester, J. (2020). Multimodal learning analytics for
https://doi.org/10.1111/bjet.12992
Kapp, K. M., Valtchanov, D., & Pastore, R. (2020). Enhancing motivation in workplace training
with casual games: A twelve month field study of retail employees. Educational
https://doi.org/10.1007/s11423-020-09769-2
Lester, D., Skulmoski, G. J., Fisher, D. P., Mehrotra, V., Lim, I., Lang, A., & Keogh, J. W. L. (2023).
workplaces: A case study for manual assembly. Procedia CIRP, 40, 353-358.
https://doi.org/10.1016/j.procir.2016.01.063
Petersen, S. A., Oliveira, M., Hestetun, K., & Sørensen, A. Ø. (2019). ALF - a framework for
81–99. https://doi.org/10.17083/ijsg.v6i3.314
Petelczyc, C. A., Capezio, A., Wang, L., Restubog, S. L. D., & Aquino, K. (2018). Play at Work: An
Integrative Review and Agenda for Future Research. Journal of Management, 44(1), 161-
190. https://doi-org.libproxy.library.unt.edu/10.1177/0149206317731519
Safiena, S., & Goh, Y. M. (2022). A hazard identification digital simulation game developed based
Shih-Yi, C., & Ching-Han, T. (2012). Dynamic capability, knowledge, learning, and firm
https://doi-org.libproxy.library.unt.edu/10.1108/09534811211228148
Tuti, T., Winters, N., Edgcombe, H., Muinga, N., Wanyama, C., English, M., & Paton, C. (2020).
learning gain: Randomized controlled trial. Journal of Medical Internet Research, 22(7),
e17100-e17100. https://doi.org/10.2196/17100