For this post I'll be talking about video games and their impact on instructional design. This idea came to me earlier today while playing Mario Kart Wii with my son. At 36, I'm three decades older than Avery, but as I watched him play, I couldn't help but find a new appreciation for the Mario Kart franchise that I, too, played when I was younger, in that it serves as a great generational equalizer. You may have another game that allows you to relate to younger ones just as I have with my six year old.
Watching him have so much fun with a game I also love got me thinking about how this phenomenon can be applied in the work place. And there's no mistake about it, it is a phenomenon. As a father, I'm in uncharted waters in my family in exploring this method of connecting with Avery. When I was his age, video games were just coming to market (The Nintendo Entertainment System, for one). And sure, my dad could play the games with me, but he didn't have the nostalgic privilege of reacquainting himself with characters he met as a child.
The same is true for today's workforce. With millennials on the rise in the workplace, I would be a fool not to consider ways to lessen the generational gap when developing corporate training modules. Take a look at the image below (from Mario Kart Wii) that players are presented with after a Grand Prix - a series of four cumulatively scored races - and try to pick out the instructional design concepts that are in play on this screen alone. Then, read on to learn my take on it.
Here's what I see when I look at this image:
Until next time, go BE the YOND!