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Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
Spring 2014
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Project – Developing Game-Based Training for Workforce Skills
Author: Sue Ward
Date: April 6, 2014
RESEARCH PAPER
Introduction
Due to inefficiencies in education and the ever-changing needs of the workplace, both
workers and employers can benefit from the continual improvement of workplace-relevant skills.
A highly-skilled workforce is a strategic differentiator, and companies are making substantial
investments in the development of employees. According to the American Society for Training
and Development (ASTD), spending on employee training in American organizations increased
from $126 billion in 2009 to $164 billion in 2012.
The goal of this project was to identify a model for game-based training that can be
applied to workforce training of cognitive skills (i.e., the ability to understand and remember
new information, such as applied mathematics) or soft skills (i.e., personal attributes that
enhance an individual’s interactions, such as leadership). Improvement in these areas can lead to
higher scores on readiness tests and better performance on the job. The target audience for this
type of training is the non-traditional adult learner who needs to sharpen workplace skills for
current or desired positions.
Effective workforce training transforms learners in ways that are desirable for both the
learner and their organization. Traditional knowledge-based training, whether delivered in the
classroom or online, may provide information that is irrelevant to the learner. The level of
difficulty may not progress in a way that promotes mastery. In addition, the information may be
communicated in a predetermined format in which the learner is a passive observer.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
Spring 2014
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In contrast, performance-based training provides information which is relevant to the
learner and structured in a meaningful way. Learners will have many opportunities to get
involved and receive feedback, while focusing on how to apply the information to their work.
This type of training responds to the learner’s needs and is based on the key adult learning
principles of readiness, experience, autonomy, and action.
Trainers can increase the benefits of performance-based training by delivering it in the
format of a game. Training which includes game elements becomes a formative assessment tool
which allows the learner to modify the learning process in order to maximize achievement.
Game elements include concepts such as challenge, curiosity, fantasy, and control. These
elements can be provided in a story scheme which provides a mental framework for complication
and resolution. For workforce training, the workplace becomes a natural setting.
There is evidence that games maximize attention and allow students to learn better.
Researchers have found that rewriting a lesson in a story context combined with a challenge for
the student to overcome (in other words, making it into a game) significantly improves learning
performance. A game situation also taps into a learner’s intrinsic motivation to focus and engage
until the game is over.
The ability to participate, respond, and receive feedback is key to effective learning
events. The challenge, narrative, and flow-state associated with game situations promote
concentration and optimism. By presenting training in an interactive format based on these
principles, we can optimize learning and retention. With the evolution of technology, we can
combine the benefits of performance-based training and gaming in a cost-effective way through
game-based training.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
Spring 2014
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Methodology
This project consists of two workforce training modules; one teaches a cognitive skill
(applied mathematics – quantity) and the other a soft skill (leadership – challenge the status quo).
I created each module using Articulate Storyline software, an e-learning authoring tool which
allows the user to create highly-interactive online courses. The following sections outline the key
findings, common themes, and recommended game-based training module.
Analysis and Discussion
A review of the key findings and common themes shows that cognitive learning theory
principles prescribe a logical sequence of information. This includes opportunities for practice,
the reliance on metacognition to achieve mastery of a skill, and transfer to increase retention.
Psychometric theory principles can help us to assess learning effectively through identifying the
level of proficiency and implementing feedback.
However, when we incorporate gaming principles such as narrative, challenge, and the
opportunity to create, we can take a solid learning activity to the next level. Research shows that
when information is presented as a game, the purpose becomes realistic and the learner becomes
more motivated to perform. Focus is optimized and the learner is an active problem solver.
The game-based training model presented in the subsequent section is based on sound
principles of cognitive learning theory and psychometric theory to structure content in a logical
progression that promotes mastery and transfer. The model is enhanced by principles of gaming
that drive the format and create a narrative for problem solving that increases motivation and
focus. With the combination, we can optimize comprehension and retention.
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A review of the literature related to gaming and training, cognitive learning theory, and psychometric theory produced the
following key findings and themes.
Literature Key Findings Common Themes/Implications
Gaming and
Training Games are historically important to learning.
Games are a universal part of human experience and present in all cultures.
(Ifenthaler, et al., 2012)
Games separate what you think you’re doing from what you’re really doing.
(University of Pennsylvania, 2014)
Playing a game successfully can require extensive critical thinking and
problem-solving skills. (Rieber, 1996)
Throughout history, the purpose of education was for people to be able to
assess their environment and then experiment with ways to improve it. Games
are completely consistent with this view. (Rieber, 1996)
“Flow” is the state of optimal focus in which someone is so involved in an
activity that nothing else seems to matter; flow derives from activities that
provide enjoyment. (Rieber, 1996)
A story provides a framework for resolving problems. (Rieber, 1996)
Knowledge must be meaningful and relevant to the individual to be useful.
(Rieber, 1996)
Laura Holshouser's favorite video games include Halo, Tetris, and an online
training game developed by her employer. (Reena, J., 2006)
The 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. to Canon, Inc. Corporate trainers are betting that games'
interactivity and fun will hook young, media-saavy employees and help them
grasp and retain sales, technical, and management skills. (Reena, J., 2006)
Workers who played the game showed a 5% to 8% improvement in their
training scores compared with older training techniques such as manuals.”
(Reena, J., 2006)
Don Field, director of certifications at Cisco, says games won’t entirely
replace traditional training methods such as videos and classes. But he said
Make it a game.
Set clear goals and rules.
Provide opportunities for competition and
interaction.
Use a “story” to provide a reason for active
participation; allow learners to build and create
within the environment.
Use realistic workplace scenarios.
Use games with challenge to keep learners in a
state of “flow.”
Build on play concepts of challenge, curiosity,
fantasy, and control.
Provide opportunities for the learner to explain
what they are doing and why.
The use of learning games can easily integrate
all of these ideas:
1. De-emphasize lecture, integrate technology
used by students every day into learning
activities;
2. Plan activities that rely heavily on trial and
error;
3. Promote mastery by presenting information
in small chunks, immediately prior to being
used;
4. Provide for risk taking in a safe
environment; and,
5. Allow students to develop skills that are
perceived as being of value.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
Spring 2014
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Literature Key Findings Common Themes/Implications
they should be part of the toolbox. Last year, Cisco rolled out six new training
games – some of them designed to teach technicians how to build a computer
network. “Our employees learn without realizing they are learning,” says
Field. (Reena, J., 2006)
Learning should be performance-based.
De-emphasizing lecture and making effective use of technology are major
steps toward refocusing education from the Instructor to the Millennial learner.
(Werth and Werth, 2011)
Learning on a continuum, through mastery, improves self-confidence,
decreases discomfort and frustration, and encourages productive learning
habits. (Knewton, 2014)
We are all alike in how we process, store, and retrieve information. Well-
designed and well-delivered instruction seems to have a broadly similar
impact. (Stolovitch, et al., 2011)
Good learners use metacognitive skills such as planning, selecting, tuning, and
monitoring. (Stolovitch, et al., 2011)
Learning should be interactive.
Research suggests that trainees should be active participants in the learning
process and that learning should occur in a meaningful or relevant context.
(Bell, et al., 2008)
In the context of this study, results indicate that today’s students feel an
interactive environment is important for their learning. (Saade, et al., 2012)
The design of learning contexts may involve principles such as… learner
control, with appropriate support, productive feedback on errors. (Boyle, 2012)
The essential message of “authentic learning” is to create contexts that are
meaningful and engaging for learners as opposed to the didactic, disembodied
teaching contexts that are so common in formal education. (Boyle, 2012)
Design affects learning, technology affects accessibility.
Media makes no difference to learning; learning is caused by the instructional
method imbedded in the media presentation. (Clark, 1994)
Instructors… need to move beyond using the internet to deliver standard
classroom models. (Omar, et al., 2011)
Focus on the desired performance, what the
learner needs to be able to do.
Five-Step Model for Structured Training
1. Rationale – why learners need this
2. Objective – what learners will be able to do
3. Activities – give learners things to do
4. Evaluation – check to see if have learned
5. OK? – confirming feedback or corrective
feedback
Present problems on a continuum from easy to
more difficult.
Ensure that learners are active participants.
Allow learners to be active respondents and
creators.
Allow the learner to decide what they need.
Provide learners with options for how they will
learn (level of detail, etc.).
Give control to the learner.
Provide experiences which allow learners to
practice, achieve mastery, and apply the
information to new situations.
Understand that design increases learning
while technology decreases costs.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
Spring 2014
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Literature Key Findings Common Themes/Implications
The instructor enhances online learning by implementing new forward in order
to redesign the delivery of online courses by creating effective presentations
with voice and animations… these encourage online students’ learning
outcomes through innovation, collaboration, and implementation of new ideas.
(Omar, et al., 2011)
Some of the key challenges surrounding simulations involve managing
development costs, leveraging higher levels of learner control, understanding
individual differences, and shaping the unique social environment inherent in
simulations. (Bell, et al., 2008)
Cognitive
Learning
Theory
Objectives should be clear and understandable.
The necessity of stating instructional objectives constitutes one of the most
pervasive assumptions underlying the field of instructional development.
(Lawson, 1974)
Instructional goals should be operationally stated and thus reflect real time life
experiences of learners. (Lawson, 1974)
Individuals vary in how they learn.
There are five major categories of learning: verbal, intellectual, cognitive,
motor, and attitudes. Different internal and external conditions are necessary
for each type of learning. (Gagne, 1996)
Learner participation promotes transfer to future situations. (Gagne, 1996)
Four features generally characterize insightful learning: 1) the learner grasps
the solution, 2) the learner performs without error, 3) the learner retains the
solution, and 4) the learner can apply the principle to other similar problems.
(Driscoll, 2004)
Adult learners are self-directed and ready to learn, they have more experiences
to draw upon, and can apply new knowledge immediately. (Brookfield, 1991)
State the objectives directly.
Use both general and specific objectives.
Intersperse objectives throughout learning to
facilitate attending behavior; which enhances
comprehension and retention.
Address the individual needs of learners.
Create instruction based on cognitive processes:
1. Gain attention
2. Provide an objective
3. Connect to prior knowledge
4. Present the stimulus
5. Provide learning guidance
6. Elicit performance
7. Provide feedback
8. Assess performance
9. Enhance retention/transfer
Include activities that draw on different senses
(e.g., visual, auditory, etc.).
Remediate deficiencies in metacognitive skills
by simplifying information and providing
examples, building connections to prior
knowledge, and motivating.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
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Literature Key Findings Common Themes/Implications
Workforce training is important to employee and company success.
The most important factors in job success and training performance are general
mental ability, integrity, and performance in an interview. (Schmidt and
Hunter, 1998)
WorkKeys assessments are professionally defensible, content-valid measures
of verbal, quantitative and technical/problem-solving skills and abilities that
are necessary prerequisites to successfully acquiring skills and performing
tasks in the workplace. (Schmidt and Sharf, 2010)
Effective training to improve skills in the workplace is important. (Schmidt
and Sharf, 2010)
Due to growth in technology across many business segments, workers require
more post-secondary development for success in today’s workforce. They
define post-secondary education as two- and four-year education institutions,
employer-provided formal training, and employer-provided informal training.
(ASTD, 2012)
Support learners before, during, and after
training.
Learners who are motivated, prepared, and
supported are more likely to succeed in
e-learning.
Training can lead to higher scores on tests and
better performance on the job.
Adults care more about learning; self-paced
learner is a good fit for this group.
Psychometric
Theory Testing improves motivation and learning.
It has long been known that testing promotes long-term retention, and it is
generally agreed that it does so by strengthening the retrieved correct
responses. (Smith and Kimball, 2010)
Advances in technology enable more complex assessment settings, such as
simulation, collaboration, and constructed response (Lukas, 2003).
There are key differences between procedural knowledge and declarative
knowledge (Eyres, 1999).
Feedback leads to improved performance (Eyres, 1999).
Feedback promotes motivation by informing students of their capabilities and
progress in learning, thus increasing self-efficacy or belief that one can learn
(Wigfield and Eccles (2002).
For motivation to affect learning, learners must engage in achievement
behaviors that lead to positive outcomes (Wigfield and Eccles (2002).
In the context of workplaces, extrinsic motivators are not as effective as
intrinsic motivators (Yoo, et al., 2012).
Include test situations with feedback.
Think about the standard of competence when
testing; identify level of proficiency.
Focus assessment on behaviors; what the learner
needs to be able to do.
Evolving technology improves our ability to
teach and assess more efficiently.
Provide feedback for both correct and incorrect
responses.
Use immediate feedback for new concepts and
delayed feedback to reinforce known concepts.
Specific feedback can create cognitive overload.
For simple and neutral tasks, the use of
immediate feedback appears to offer beneficial
effects. For complex tasks, however, delayed feedback appears to offer superior results.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
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Conclusions and Recommendations
Based on the literature review findings and themes, I propose the following model for
creating game-based training. This model uses creative workplace scenarios as the narrative with
challenge situations to promote mastery of cognitive or soft skills.
Game-Based Training Model Benefits
1. Rationale: Introduce scenario and goal
(visual/auditory)
Provides a realistic
purpose for learning
2. Objective: Describe what you need to do to achieve the goal
(desired performance and level of proficiency)
Enhances attention,
“flow”
3. Prepare: Provide options that help the learner build on prior
knowledge and review the skill as needed
(steps and examples)
Places learner in control
4. Challenge: Present the activity and problem; provide feedback,
repeat instruction as needed
(simple to complex)
Creates motivation to
focus and comprehend
5. Advance: Ask the learner to create a new example – bonus
(transfer)
Note: Manager should discuss training and review application to
current position upon next one-on-one meeting.
Builds confidence,
increases retention
References
See Annotated Bibliography
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
Spring 2014
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TRAINING MODULE 1 APPLIED MATHEMATICS
See Module on CD
Overview: This example involves a worker who needs to analyze data for a
report. The challenge is to submit an accurate report to management within a short
timeframe. The worker must use addition, subtraction, multiplication, and
division skills to pass the challenge. The worker is supported with additional
instruction as needed until the challenge is surpassed. The worker then faces a
bonus situation.
TRAINING MODULE 2 LEADERSHIP
See Module on CD
Overview: This example involves a supervisor who must use leadership skills to
solve a problem at work. The challenge is to help staff submit their quality reports
on time. The worker must use key principles of leadership to pass the challenge.
The worker is supported with additional instruction as needed until the challenge
is surpassed. The worker then faces a bonus situation.
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ANNOTATED BIBLIOGRAPHY
The following resources were chosen from three categories: Gaming and Training,
Cognitive Learning Theory, and Psychometric Theory. The key findings and themes from these
resources influenced the design of the example training modules.
Gaming and Training
American Society for Training Development (ASTD), (2012). Bridging the Skills Gap.
Alexandria, VA.: ASTD Public Policy Council.
ASTD defines a skills gap as a significant gap between an organization’s current
capabilities and the skills it needs to achieve its goals. It is the point at which an organization can
no longer grow or remain competitive because it cannot fill critical jobs with employees who
have the right knowledge, skills, and abilities. A recent survey of ASTD members supports this
trend: 84 percent of respondents indicate that there is a skills gap in their organization now, up
from 79 percent in 2009 when ASTD conducted the same survey.
Data from ASTD’s member survey shows that leadership and executive skills,
managerial and supervisory skills, and profession- or industry-specific skills are ranked as the
highest areas for skills gaps. The impact of the skills gap is far reaching and varied, with effects
on global economics, human capital development, and business performance.
Anthony Carnevale, Nicole Smith, and Jeff Strohl of Georgetown University’s Center on
Education and the Workforce believe that, due to growth in technology across many business
segments, workers require more post-secondary development for success in today’s workforce.
They define post-secondary education as two- and four-year education institutions, employer-
provided formal training, and employer-provided informal training.
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Bell, B., Kanar, A., Kozlowski, S., (2008). Current issues and future directions in simulation-
based training in North America. The International Journal of Human Resource
management, 19 (8): 1416-1434.
The authors of this article explain that emerging challenges including globalization,
economic pressures, and the changing nature of work have combined to create a business
environment that demands innovative, flexible training solutions. They argue that simulations are
a promising tool for creating more realistic, experiential learning environments to meet these
challenges. The focus is on simulations, which like self-paced learning, can occur almost
anywhere and anytime and reduce the costs associated with traditional training.
When we create workforce training, we can use workplace realistic scenarios to frame
performance tasks. Instructional features which can enhance the value of “content” include
video-game quality graphics; voice, music, and special effects. A second category of value is
“immersion” in real-world settings, such as simulations, which enhance trainee’s feelings of
presence and can also be used to expose trainees to situations that occur infrequently or may be
too dangerous in the real world. “Interactivity” and “communication” are other value factors.
The cost to create this type of training may be too high for small companies; which presents an
opportunity to market to this group.
Boyle, T., and Ravenscroft, A., (2012). Context and deep learning design. Computers &
Education, 59. Retrieved March 4, 2014, from journal homepage:
www.elsevier.com/locate/compedu
The article explores the nature of ‘deep learning design’ where the aim is to shape the
possibilities of the technology to most effectively enhance learning. These design insights need
to be applied to a unit of organization that is not dependent on any particular technology. They
should interact with and shape technology possibilities rather than be narrowly defined by them.
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Cheng, B., Wang, M., and Hang, S., (2011). Acceptancy of competency-based workplace e-
learning systems: Effects of individual and peer learning support. Computers &
Education, 57. Retrieved March 4, 2014, from journal homepage:
www.elsevier.com/locate/compedu
The ultimate purpose of work-integrated learning is to drive business results and to bring
about positive changes in workplace behaviors and job performance. With respect to
competency-based e-learning in the workplace, it is recognized that supporting a personalized
learning process and facilitating peer communication and collaboration are two key elements in
the instructional design of such type of learning system.
Clark, R.E. (1994). Media Will Never Influence Learning. Educational Technology Research
and Development, 47 (2): 21-29.
This paper attempts to summarize arguments about media effects on learning;
characterizing the many reactions to the controversial claim that media do not influence learning
or motivation. The author asserts that the method, rather than the media, influences learning and
achievement. The media influences cost and access; and should deliver the method at the least
expensive rate and in the speediest fashion. This paper supports the use of online media as a less
expensive yet equally effective way to deliver workforce training.
Engle, R.A. (2006). Framing Interactions to Foster Generative Learning: A Situative Explanation
of Transfer in a Community of Learners Classroom. The Journal of the Learning
Sciences, 15 (4): 451-498.
This article develops a situative approach to explaining the transfer of learning,
illustrating it using a challenging-to-explain case from a Fostering Communities of Learners
(FCL) classroom. In other words, learning should be framed to promote transfer, or connections,
to the past and the future. With online training, learners need a chance to participate and create.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
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Ifenthaler, D., Eseryel, D., and Ge, X. (2012). Assessment in Game-Based Learning. New York,
New York: Springer.
A historical synopsis of games show that the concept of game and play changed during
the centuries. The authors of this book assert that we need to systematically study which
instructional design strategies work in game-based learning environments to take full advantage
of what these emerging technologies can offer.
The implementation of assessment features into game-based learning environments is
only in its early stages because it adds a very time-consuming step to the design process.
Additionally, the impact on learning and quality criteria of technology-based assessment systems
is still being questioned.
Jana, R., (2006). On-The-Job Video Gaming: Interactive Training Tools are Captivating
Employees and Saving Companies Money. Business Week, March: 43.
This article describes the rise of interactive training among leading companies; citing this
as a cost-effective way to teach job skills in a way that leads to higher retention. Leaders from
several companies were interviewed, including Cold Stone Creamery, Cisco Systems, Inc., and
Canon, Inc.
Knewton. (2014). Education’s Most Powerful Data Infrastructure Platform. knewton.com.
Retrieved February 1, 2014, from http://www.knewton.com/assets-
v2/downloads/knewton-adaptive-learning-intro.pdf
This company asserts that student performance should drive instruction. For example, the
student’s performance should determine the scope and sequence of the learning content.
Knewton has developed a tool which can deliver adaptive learning. When we design training, it
should be developed on a continuum to promote learner self-confidence, decrease discomfort and
frustration, and encourage productive learning habits.
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
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Marczewski, A. (2014). Effective Game Design Needs to Focus on Questions of Motivation.
gamesandlearning.org. Retrieved January 27, 2014, from
http://www.gamesandlearning.org/2014/01/16/effective-game-design-needs-to-focus-on-
questions-of-motivation/
In this article, the author emphasizes that intrinsic motivation is always better than
extrinsic rewards; recommending that the balanced use of intrinsic motivation and extrinsic
rewards will yield the best results. He introduces the concept of RAMP – Relatedness,
Autonomy, Mastery, and Purpose – as central to intrinsic motivation. When we provide
workforce training, we must begin by understanding what people need.
Omar, A., Kalulu, D., and Alijani, G. (2011). Management of Innovative E-Learning
Environments. Academy of Educational Leadership Journal 15: 37-64.
The authors of this study looked at the use of online learning for freshman students at
Southern University of New Orleans (SUNO), finding that grade point averages increased but
student retention dropped. This study primarily focused on online courses led by an instructor,
rather than self-paced learning. However, it did list self-paced training as a mode of online
learning and acknowledge the potential of the internet to revolutionize learning. The proposed
model included many aspects of interactive training.
Rieber, L.P. (1996). Seriously Considering Play: Designing Interactive Learning Environments
Based on the Blending of Microworlds, Simulations, and Games. Educational
Technology Research and Development 44 (2): 43-58.
The author asserts that extensive research on play with children and adults in
anthropology, psychology, and education indicates that play is an important mediator for
learning and socialization throughout life. The purpose of education was for man to be able to
assess his environment and then experiment with ways to improve it." Play is completely
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consistent given this view. When we design workforce training, we must build on the concept of
challenge, curiosity, fantasy, and control.
Saade, R., Morin, D., and Thomas, J., (2012). Critical thinking in E-learning environments.
Computers & Education, 28. Retrieved March 4, 2014, from journal homepage:
www.elsevier.com/locate/compedu
This article presents the work and results of critical thinking in a virtual learning
environment. Critical thinking was measured subjectively using the ART scale. Results indicate
the significance of ‘‘interactivity” in what students perceived to be critical-thinking-oriented
versus online material as a resource. In the context of this study, results indicate that today’s
students feel an interactive environment is very important for their learning.
Stolovitch, H. and Keeps, E. (2011). Telling Ain’t Training. East Peoria, Illinois: Versa Press,
Inc.
The authors provide an approach to transforming knowledge-based training into
performance-based training that results in long-term retention and improved performance on the
job. The authors deliver interactive, practical strategies that can be implemented immediately to
improve training programs, such as a 5-step model for effective training sessions. When we
design workforce training, we must remediate any deficiencies in metacognitive skills.
University of Pennsylvania. (2014). Gamification Theory Training. coursera.org. Retrieved
February 1, 2014, from https://www.coursera.org/course/gamification
Gamification is the application of digital game design techniques to non-game problems,
such as business and social impact challenges. Gamification as a business practice has exploded
over the past two years. Organizations are applying it in areas such as marketing, human
resources, productivity enhancement, sustainability, training, health and wellness, innovation,
Master’s Research (Capstone Project) University of Iowa, Strategic Communications Program
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and customer engagement. This course examines the mechanisms of gamification and provides
an understanding of its effective use.
Vidal-Salazar, M., Hurtado-Torres, N., and Matias-Reche, F., (2012). Training as a generator of
employee capabilities. The International Journal of Human Resource Management: 23
(13), 2680-2697.
This study analyzed the influence of professional training on the achievement and
development of a series of distinctive competences leading to competitive sustainable
advantages. This study found that professional training led to increased knowledge and
motivation, but did not lead to the development of a collective mind.
Wang, M., Vogel, D., and Ran, W., (2011). Context and deep learning design. Computers &
Education, 48. Retrieved March 4, 2014, from journal homepage:
www.elsevier.com/locate/compedu
The authors of this article have developed a performance-oriented training approach
using design science research methods. It uses performance measurement to clarify
organizational goals and individual learning needs and links them to e-learning applications. The
key concept lies in a Key Performance Indicator model, where organizational mission and vision
are translated into a set of targets that drive learning towards a goal of improving work
performance.
Werth, E., and Werth, L. (2011). Effective Training for Millenial Students. Adult Learning, 22
(3) 12-19.
The authors of this article claim that Millennials are a challenging group to recruit and
manage. This group is also referred to as Generation Y, Nexters, the Net Generation, and
Gamers. The purpose of the article is to provide training administrators and educators with
concrete suggestions on how to effectively facilitate the learning of Millennials.
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While Gen X/Boomers are described as idealistic and self-absorbed workaholics who are
conservative when it comes to technology, competitive, and wary of authority; Millennials
possess a higher degree of loyalty to their personal lives, are apt to challenge rules, expect instant
gratification, and value a fun, flexible work environment. With Gen X/Boomers decreasing in the
workforce, and Millennials entering in large numbers, the concern is how to effectively integrate
the younger generation into the culture of work and prepare them for future leadership roles. It
has been suggested that training is a means to this end.
Suggested changes are to de-emphasize lecture, integrate technology used by students
every day into class activities, plan activities that rely heavily on trial and error, design a
curriculum intended to be mastered by students in small chunks, immediately prior to being used,
provide for risk taking in a safe environment, and allow students to develop skills that are
perceived as being of value. The use of learning games can easily integrate all of these ideas.
Yoo, S., Han, S., and Huang, W., (2012). The roles of intrinsic motivators and extrinsic
motivators in promoting e-learning in the workplace: A case from South Korea.
Computers & Education, 28. Retrieved March 4, 2014, from journal homepage:
www.elsevier.com/locate/compedu
The authors of this article assert that organizations often overestimate the effects of
extrinsic motivators in promoting e-learning while ignoring employees’ intrinsic motivation. To
examine the effect difference between the two motivational factors, this study surveyed 261
employees in a food service company and found that intrinsic motivators (effort expectancy,
attitudes, and anxiety) affected employees’ intention to use e-learning in the workplace more
strongly than did the extrinsic motivators (performance expectancy, social influence, and
facilitating conditions).
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Cognitive Learning Theory
Brookfield, S.D. (1991). Understanding and Facilitating Adult Learning; A Comprehensive
Analysis of Principles and Effective Practices. San Francisco: Jossey-Bass Publishers.
This book explores the theory-practice disjunctions between pedagogy and andragogy. In
the pedagogical model, the teacher has full responsibility for making decisions about what will
be learned, how it will be learned, when it will be learned, and if the material has been learned.
Pedagogy, or teacher-directed instruction as it is commonly known, places the student in a
submissive role requiring obedience to the teacher's instructions.
The andragogical model is predicated on four basic assumptions about learners as they
grow, all of which have some relationship to our notions about a learner's ability, need, and
desire to take responsibility for learning: 1) their self-concept moves from dependency to
independency or self-directedness, 2) they accumulate a reservoir of experiences that can be used
as a basis on which to build learning, 3) their readiness to learn becomes increasingly associated
with the developmental tasks of social roles, 4) their need for application is immediate.
In designing workforce training for adults in the workplace, we can recognize that adults
are generally receptive to learning activities. We can optimize this readiness by creating training
that uses a variety of instruction strategies based on the six principles of effective adult learning:
voluntary participation, mutual respect, collaborative spirit, praxis (practice vs theory), critical
reflection, and self-direction.
Driscoll, M.P. (2004). Psychology of Learning for Instruction, 3rd
edition. Needham Heights,
MA; Allyn & Bacon.
In this book, Driscoll describes a learning theory as a set of constructs linking observed
changes in performance with what is thought to bring about those changes. He explains that
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theorists take opposition positions on many questions related to learning. Some believe that
knowledge is primarily acquired through experience; others argue that knowledge is a matter of
interpretation and that learners actively construct information about the world around them.
Driscoll outlines four features that generally characterize insightful learning, 1) after a
period of trial and error, the learner suddenly and completely grasps the solution, 2) the learner
performs the solution in a smooth and errorless fashion, 3) the learner retains the solution for a
very long time, and 4) the learner can easily apply a principle gained through insight to other,
similar problems. When we train, we must provide experiences which allow learners to practice,
achieve mastery, optimize retention, and apply the information to new situations.
Gagne, R., and Medsker, K.L. (1996). The Conditions of Learning: Training Applications.
Orlando, FL: Harcourt Brace and Company.
In this book, the authors explain that that there are several different types or levels of
learning. The significance of these classifications is that each different type requires different
types of instruction. The book outlines nine instructional events and corresponding cognitive
processes: 1) Gaining attention (reception), 2) Informing learners of the objective (expectancy),
3) Stimulating recall of prior learning (retrieval), 4) Presenting the stimulus (selective
perception), 5) Providing learning guidance (semantic encoding), 6) Eliciting performance
(responding), 7) Providing feedback (reinforcement), 8) Assessing performance (retrieval), and
9) Enhancing retention and transfer (generalization).
The authors conclude that these events should satisfy or provide the necessary conditions
for learning and serve as the basis for designing instruction and selecting appropriate media. I
find the concepts of eliciting response and enhancing retention and transfer to be key focus areas
of workforce training. We want the learner to have opportunities to understand and apply each
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new concept. Of particular interest is the chance to use the concept to create accurate examples.
KeyTrain. (2014). KeyTrain Solutions: Building Skills Across the Nation. keytrain.com.
Retrieved February 1, 2014, from http://www.keytrain.com/KeyTrain_Solutions.htm
KeyTrain™ is a comprehensive, yet easy-to-use system for improving the basic skills
measured by the WorkKeys® Assessment System. The KeyTrain system includes targeted,
self-paced instruction, pre- and post-assessments, a complete learning management system and
an occupational job profiles database. These components can be used to help individuals learn,
practice and demonstrate the skills they need to succeed in the jobs and careers they desire.
Reviews of the KeyTrain system reflect a solid tool, with a basic and conventional
presentation. The program is also viewed as expensive depending upon the location of the
audience. We have an opportunity to identify a model for creative, highly-interactive, and
technologically advanced training. But, we must balance creativity with cost, for efficiency.
Lawson, T. (1974). Effects of Instructional Objectives on Learning and Retention. Instructional
Science 3 (1): 1-22.
This book provides a synthesis of the various factors which predict the influence of
instructional objectives on learning and retention. One of the essential dimensions in any type of
instructional development involves the nature and characterization of the objectives to which
instruction is addressed. These instructional goals should be operationally stated and thus reflect
real time life experiences of learners. In stating objectives, it is important to note that general and
specific objectives work equally well, and when we intersperse objective statements throughout
the learning experience we enhance attending behavior and thus comprehension and retention.
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Schmidt, F. and Hunter, J. (1998). The validity and utility of selection methods in personnel
psychology: Practical and Theoretical Implications of 85 years of research findings.
Psychological Bulletin, 124(2), 262-274.
This article summarizes the practical and theoretical implications of 85 years of research
in personnel selection. Overall, the most important factors in job success and training
performance are general mental ability, integrity, and performance in an interview. However,
when we provide training we must compensate for any deficiencies in general mental ability. We
can achieve this goal by using strategies to remediate any deficiencies in metacognitive skills.
For example, we can simplify information, build connections to prior knowledge, and motivate.
Schmidt, F. and Sharf, J. (2010). Review of ACT’s WorkKeys Program Relative to the Uniform
Guidelines and Current Professional Standards. Review of CT’s WorkKeys Program
Relative to the Uniform Guidelines and More Current Professional Standards. Property of
ACT, Inc.
The authors evaluated ACT’s WorkKeys program based on (1) the 1978 Uniform
Guidelines; (2) the Standards for Educational and Psychological Testing (the “APA Standards”),
jointly promulgated by the American Psychological Association (“APA”), the American
Education Research Association, and the National Council on Measurement in Education; and/or
(3) the Principles for the Validation and Use of Personnel Selection Procedures (“SIOP
Principles”), published by the Society for Industrial and Organizational Psychology (“SIOP”).
The authors found that WorkKeys assessments are professionally defensible, content-
valid measures of verbal, quantitative and technical/problem-solving skills and abilities that are
necessary prerequisites to successfully acquiring skills and performing tasks in the workplace.
This conclusion is supported by validity generalization principles, which are now well
documented by research in the field and well accepted within contemporary industrial
psychology. This supports the need for effective training to improve any skills gaps.
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Smith, T.A., and Kimball, D.R. (2010). Learning from Feedback: Spacing and the Delay-
Retention Effect. Journal of Experimental Psychology: Learning, Memory, and
Cognition, 36 (1): 80-95.
The authors of this article explain that modern research on the effects of feedback during
learning assumes that feedback is an error correction mechanism. However, recent studies of
feedback timing effects suggest that feedback might also strengthen initially correct responses. In
addition, delaying feedback after an initial test generally resulted in an improvement in
performance on a subsequent, delayed test. This finding is known as the delay-retention effect.
When designing workforce training, we should provide feedback for both correct and
incorrect responses. When new information is presented, we should provide immediate feedback.
But when we are reinforcing concepts, delayed feedback may promote retention.
Psychometric Theory
Cohen, A.S., and Wollock, J.A. Handbook on Test Development: Helpful Tips for Creating
Reliable and Valid Classroom Tests, available at
http://testing.wisc.edu/Handbook%20on%20Test%20Construction.pdf.
This resource defines terminology commonly used in testing; such as blueprint, item
development, item format, multiple choice, etc. General rules for writing items are also provided,
for example with multiple choice format the item should be as short and verbally uncomplicated
as possible, items should be independent, all distractors should be parallel and plausible and
attractive, avoid use of “all of the above” as a last option, and avoid humor. This information
should be kept in mind when designing training quizzes.
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Eilertson, T.V., and Valdermo, O. (2000). Open-Book Assessment: A Contribution to Improved
Learning. Studies in Educational Evaluation, 26(2): 91-103.
The authors of this article provide evidence for the advantages of open book assessment
strategies in promoting higher-level thinking skills. The authors assert that many schools have
been accused of concentrating on the mere recall of knowledge when testing student ability
levels.
However, this study found that open book assessment encouraged students to be more
attentive and efficient during lessons, knowing they will not be asked to simply recall
information, but to use it in novel problem solving situations. In designing workforce training,
we can provide terminology that will serve as a prompt for problem solving.
Eyres, P.S. (1999). Legal Implications of Human Performance Technology. In H.D. Stolovitch
and E.J. Keeps, eds., Handbook of Human Performance Technology: Improving
Individual and Organizations Performance Worldwide. San Francisco: Jossey-
Bass/Pfeiffer.
This article builds from the issues that have been raised by those focused on ensuring that
Human Performance Technology practices are clearly founded on sound theoretical constructs,
scientifically derived evidence, and respectable, well-documented professional precedent.
Feedback theories must account for variables in cues, tasks, and situations. The authors also
explain the key differences between procedural knowledge (what we are able to do) with
declarative knowledge (what we are able to talk about).
With workforce training, we should use immediate feedback with simple/neutral tasks
and delayed feedback with complex tasks. In addition, we should favor general feedback at all
levels of tasks, and provide periodic references to goals. The authors also recommend having
learners explain what they are doing (and why) during the learning process.
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Mislevy, R., Almond, R., and Lukas, J. (2003). A Brief Introduction to Evidence-centered
Design. Property of Educational Testing Service.
The authors of this paper explain that evidence-centered assessment design (ECD) is an
approach to constructing educational assessments in terms of evidentiary arguments; providing
an introduction to the basic ideas of ECD, as well as some of the terminology and models that
have been developed to implement the approach. The paper also explores the uses of task-level
and summary feedback. Advances in technology make it possible to capture more complex
performances in assessment settings by including, for example, simulation, interactivity,
collaboration, and constructed response.
Nunnally, J.C., and Bernstein, I.H. (1994). Psychometric Theory (3rd ed.). New York: McGraw-
Hill.
This book provides a resource for evaluating tests according to “classical” methods and
theories. For example, develop reliability and then validity. These classical approaches to
assessment generally involve the administration of a single form of a test to a heterogeneous
sample of subjects. The large majority of tests used in school and clinical settings are still
constructed according to the methods and models of classical measurement theory.
Osterlind, S.J. (1998). Constructing Test Items: Multiple-Choice, Constructed Response,
Performance, and Other Formats (Evaluation in Education and Human Services, 47).
New York: Kluger Academic Publishers.
Constructing test items for standardized tests of achievement, ability, and aptitude is a
task of enormous importance. The interpretability of a test's scores flows directly from the
quality of its items and exercises. There are four major topics, 1) characteristics (multiple choice,
true-fase, etc.), 2) writing guidelines, 3) quality (reliability and validity), and 4) test issues.
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Shrock, S.A., and Coscarelli, W.C. (2007). Criterion-Referenced Test Development: Technical
and Legal Guidelines for Corporate Training. San Francisco: Preiffer-Wiley.
This resource helps training professionals understand how to develop and use
criterion-referenced tests (CRTs). These are tests which compare persons against a standard of
competence, rather than against other persons (norm-referenced). Today’s business and
technological environment has increased the need for assessment of human competence. Any
competitive advantage in the global economy requires that the most competent workers be
identified and retained. With performance-based training, the criterion is the desired behavior.
Wigfield, A., and Eccles, J.S. (2002). Development of Achievement Motivation. San Diego, CA:
Academic Press.
This book discusses research and theory on how motivation changes as learners progress
through school, gender differences in motivation, and motivational differences as an aspect of
ethnicity. Motivation is discussed within the context of school achievement as well as athletic
and musical performance. Social cognitive theory postulates that human achievement depends on
interactions between one’s behaviors, one’s personal thoughts and beliefs, and environmental
conditions. We can promote self-efficacy, or the belief that one can learn, through various
strategies, including positive feedback and rewards.