Essays on Training and Development Issues Case Study

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The paper "Training and Development Issues" Is a wonderful example of a Management Case Study. Organizations that are able to evolve with the changing times are able to increase the chances of being successful over a longer period of time. To be successful organizations require that they develop the required training program which looks to multiply the learning experience and teach the workforce to deliver better performance. The changes have ensured that the world economies move from the traditional method of training to an advanced method of training where the focus lies of using a different type of video games which will thereby help to maximize the overall efficiency through which better training can be provided (Bensley & Van, 2001).

This has led towards the growth and development of new mechanism through which the importance of video games have grown and had thereby increased the focus on training through the development of different console which focuses on better training and development. This report thereby focuses and explores the manner in which video games has led towards the enhancement of training programs, the different features which are expected to form part of the video games, the generation which looks towards using the different type of games and the overall effectiveness the videogame is expected to provide (Funk, 2002).

This will thereby help to provide useful insights into the direction through which the role of video games in the industry will increase and will thereby help to provide the required dimensions based on which the training and development model can be developed. Video game role to enhance learning The manner in which technology has progressed has ensured the development of different console which is being widely used to provide the required training and development to the employees.

The fact that video games provide different benefits to the person using it will help to ensure that the overall satisfaction level of employees gets maximized and will have a positive impact on the overall performance of the employees. Video games provide an opportunity where the employees are provided with an opportunity to work on a hypothetical model of the actual workplace. This thereby ensures that on the job training is provided to the employees (Blake & Goodman, 2009).

The employees through the use of video games are able to identify the different areas which will help them to achieve the goals and can conduct a trial and error method to understand the entire manner in which they need to work. Using video games also provides an opportunity where the employee can work in the actual organizational scenario and identify the different points which are vital and will ensure the proper delivery of the product and services.

This mechanism also reduces the risk for the organization using the method as the employees’ skill can be tested on the games which will ensure that the actual resources are not wasted and put towards the risk of being losing vital money (Brownfield & Vik, 2003). In addition to it, video games are less costly and can be used for a longer period of time which thereby ensures that many employees can undergo the same training from the same console.

References

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Anderson, C. & Dill, K. 2000. Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790

Bensley, L. & Van, J. 2001. Video games and real-life aggression: review of the literature. Journal of Adolescent Health, 29, 244–257

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Blake, J. & Goodman, J. 2009. Computer-based learning: games as an instructional strategy. The Association of Black Nursing Faculty Journal, 10(2), 43–46

Betz, J. 2005. Computer games: increase learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems, 24(2), 195–205.

Bisson, C. & Luckner, J. 2006. Fun in learning: the pedagogical role of fun in adventure education. Journal of Experimental Education, 19(2), 108–112.

Brownfield, S. & Vik, G. 2003. Teaching basic skills with computer games. Training and Developmental Journal, 37(2), 52–56.

Bruno, J. 2005. Doing time – killing time at school: an examination of the perceptions and allocations of time among teacher-defined at-risk students. The Urban Review, 27(2), 101–120

Cheung, D. & Siu, B. 2002. Some management issues on computer game development for primary education. The Electronic Library, 20(2), 119–124

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Funk, J. 2002. Video games: benign or malignant? Developmental and Behavioral Pediatrics, 13(1), 53–54.

Funk, J. & Buchman, D. 2006. Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19–32

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