An increasing number of organizations are adopting learning management systems and online programs for training solutions.
LMS systems are becoming more sophisticated with the increase in demand.
In many respects, LMSs are starting to feel more game-like in their interactive and fun-to-use features.
E-learning modules that feel game-like and interactive are growing in popularity in many professional circles.
Some organizations and universities have made plans to integrate, or are already integrating such software into their LMS training systems.
And why not?
Studies show that more and more teenagers and young people are using virtual worlds for entertainment.
When young people use virtual worlds for entertainment and grow familiar with virtual world different tools, their experience will be more easily translated into an academic or professional learning system when they are adults.
The idea of using virtual worlds in higher education or company training may at first be dismissed along with the virtual world terminology of guilds, trolls and orcs.
However, many organizations and universities have found that virtual worlds harbor great potential for learning.
Virtual worlds permit students to carry out tasks that might not be possible in the physical world due to circumstances including personal, financial, locational or other difficulties.
A virtual world, much like a learning management system, allows educators and trainers to share videos, simulations, and other media with students.
With the use of an avatar, students can perform tasks to reveal understanding of learning material as well as interact with their peers.
“Serious Game” virtual worlds are a new genre of virtual world software that designed to teach topics ranging from frog dissection to how to fill a cavity.
“Serious games” and LMSs allow trainees to interact with each other and with the content in a way that traditional e-learning or face-to-face training never could provide.
Deploying a versatile LMS, trainers are able to provide trainees video and audio content in the form of demos, simulations, screen recordings, podcasts, and more.
The bad news is that most “serious games” are still under testing for professional use, and those on the market are pricey or not quite as sophisticated as other software options.
Though “serious games” are still developing slowly, learning management system software providers are stepping up their game to offer a greater fun factor, in order to compete in an increasingly engaging online education world.