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Apr152003

256 - Hunker Down Time for Learning Industry & Results of Gaming and Simulation Survey

#256 - - - April 15, 2003 - - - 44,873 Readers
*** Elliott Masie's TechLearn TRENDS *** Training, e-Learning and Collaboration Updates Web Site: http://www.masie.com

1. Hunker Down Time for Learning Industry
2. Results of Gaming and Simulation Survey

1. Hunker Down Time for Learning Industry: Look around the training industry and/or profession and you will see a lot of "hunkering down".
The image includes:

- A large number of organizations are concentrating on implementing the e-Learning projects and technologies that they purchased or started in the last two years. They may not be shopping for a lot of new stuff, rather they are concentrating on making it all work and scaling internally.

- A large number of organizations are deliberately trying to "stay off the radar screen" during a time of budget cutting and reduction. The training efforts are still underway, but the buzz about the projects is deliberatly lower.

- A large number of training organizations are rapidly integrating with non-training functions. Some might say that they are driving into the business units and others might characterize it as "getting cover" from business units that are closer to the revenue line. We are seeing entire learning projects relocated to the sponsorship of the sales organization, where the link is clearer.

- Training professionals are having a harder time finding new jobs. The number of open positions are far less and we are talking with a number of very talented and experienced training professions facing a longer time to rehire.

The "hunker down" effect is real and may be longer term than many predict.
In that time, learning and training will still be a very critical factor in the success of our organizations and the marketplace still yearns for better and more effective offerings from innovative suppliers. But, the "hunker down" impact of an uncertain economy and changing industries is having a very real effect on the training function. I would deeply value your comments and perspectives. Send them to me at emasie@masie.com and I will post them in a future TRENDS article.

2. Results of Gaming and Simulation Survey: Here are the executive summary of the survey on Gaming and Simulation that we conducted a few weeks ago. 1,085 readers responded:

If you had the opportunity to participate in a learning process that used computer games, how interested would you be?
70% - Very
28% - Somewhat
2% - Not at all

Is your organization currently using computer games as part of its learning, training or development program?
62% - NO
20% - YES
14% - Exploring
4% - Currently Developing

If your organization is currently using Computer Games for training, what is the content focus:
43% - Factual information
42% - Technical or business skills
28% - Soft skills
19% - Leadership/managerial skills
8% - Academic

What has been your overall audience reaction to the use of computer games for learning?
47% - Very Positive
41% - Positive
7% - Don't Know
2% - Neutral
1% - Negative

As you can see there is great interest and intrigue about gaming and learning. This outstrips the current access to gaming. But, we are seeing huge learner positives for games that are focused on key content and help in the access of skills.

Upcoming MASIE Center Events:
The Learning Marketplace: Washington, DC April 28th www.masie.com

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