"people go from a Jetsons home to a Flintstones workplace each day"

 


HR Magazine features Gronstedt Group's podcast portal for Jamba Juice

"The world's largest HR publication, HR Magazine, featured Gronstedt Group's "Reel Juice" podcast portal for Jamba Juice and our work for leading clients in virtual worlds learning. "Gen Y likes to hear straight from their peers," says Maya Razon of the Jamba Juice podcasts. >>

Melcrum's Internal Comms Hub interview

"The cold fact is that new generation workers don't care why you're still staring at a phone and listening to disembodied voices on a conference call instead of meeting in rich 3-D environments," says Gronstedt in an interview with Melcrum's Internal Comms Hub. >>

Training Magazine article about virtual world

"Virtual worlds succeed where the 'flatland' applications fail: They engage learners." Says Gronstedt in this September 2008 issue of Training Magazine. >>

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Next-generation blended learning

Quickly, now: What's the median age of the video game playing population?

10? 14? 17?

No, no, and no. Try 29. In other words, half of the video game playing audience is over the mature age of 29. And that's just for the intensive X-box and PlayStation role-playing and shooter game crowd. The median age for casual computer gamers is 37. These are the people playing Solitaire and puzzle games.

37. That's one year older than the median age of the U.S. work force. And what's more, 65% of these casual gamers are women. Meanwhile, legions of elementary school kids are busy supporting families, balancing their check books, finding jobs and getting lives - all by playing SIMS.

Clearly, gaming has finally come of age as a mainstream form of entertainment. However, most people go from a Jetsons home to a Flintstones workplace each day. A majority of companies across the U.S. and beyond remain chained to century-old, top-down, assembly-line command models, with training and communications dispensed via faceless, formal, one-way, artificially objective decrees from the top. While much of what companies do has been ported to emerging online and electronic channels, little has been done to actually improve the quality of the training and communications. Put another way, "progress" hasn't actually resulted in a lot of progress.

If your seven year-old child can learn to fly an airplane or build a profitable entertainment park with a video game, why couldn't the same kind of engaging technology be used to teach your sales staff to sell consultatively or your managers to read a financial statement? If 24 million Americans are carrying their iPods everywhere they go, why can't they listen and learn more about their jobs through those devices? If the average American is spending 40 minutes of work time a day reading blogs (as one recent study suggests), why can't they use that time to blog about work-related issues with their colleagues?

The challenge is to custom-develop games and podcasts (and videocasts and vlogs and whatever application emerges next) for particular job tasks. Job skills have to be learned in context - generic off-the-shelf programs only work for employees of generic off-the-shelf companies. Every company must learn to design its own training (in-house or with outside help) to create the maximum competitive advantage.

Fortunately, the price points for developing blogs and podcasts for internal training is less than almost any traditional communication or training method and the cost of custom-developing game-based simulations is dropping dramatically. These developments are inspiring a new generation of blended learning. It's no longer about trivializing knowledge into sound bites that are mechanically disseminated and robotically regurgitated. Instead, next-gen learning is embedded into everyday work, always there when you need and where you need it. It's entertaining and engaging. It's immersive and experiential. It's about reflection and practice instead of memorization and cramming.

In many respects, training and internal communications are the last frontiers for organizational improvement. For a function that's largely responsible for a company's human capital and customer-interface performance, it has received remarkably little executive attention or investment. The time has come for business executives to take a long, hard look at their learning and internal communications organizations and seriously question whether they're receiving an adequate return on their investment. The emerging phenomena of blogging, podcasting and game-based simulations might just be the engines required to drive the next generation of strategic business innovation.


 




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