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Digital Training Gyms for Skills Training

Interesting intervention of ours Research and Development Manager Daniela Pellegrini during First eLearningPoint 2019 online conference which took place online on 30 and 31 October 2019.

Daniela Pellegrini's intervention started from the focus onINNOVATION IN E-LEARNING.

Innovating in e-learning means first of all seeking educational solutions that allow you to create training experiences with high added value.

The focus of innovation is not limited to testing new technologies or digital communication models, but follows a didactic logic that must maximize the participant's experience in a population of recipients who are now largely experts and aware of distance learning processes.

Therefore, innovation must pursue on the one hand the reduction of the time effort for the participant and on the other hand enhance the material available to make it effective. This need to “maximize and qualify the teaching experience” suggests modulating the cognitive effort according to the challenges and objectives we want to set to the recipients.
In this scenario the approaches of Gamification must take the learning objective into consideration.

Daniela then illustrated one of the teaching models of Gamification developed by PIAZZA COPERNICO, which involves the use of a  Digital Training Gym (PFD).  

The Digital Training Gym, through the metaphor of sports training, it allows you to put your skills into play in a simulated environment.

This tool responds to the need to place high-level organizational figures in work situations (model incident) in which they must:

Through qualified participation with your name (to encourage theengagement), awareness of multiple game paths (mechanics), as well as the challenge connected to the objective, an overall experience is carried out in which the participant participates simultaneously (and possibly) in competition with other participants within a corporate challenge.

The proposed experience thus leads the individual to take action in a micro-world in which he can experiment with different intervention models, and verify the results of his choices, as well as re-read them with the support of a coach, and compare them with colleagues.

La gamified formation thus acquires a meaning of self-evaluation and reflection on personal skills, to be developed and brought into one's professional context.

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