The problem and the solution. Training program evaluation is an important and culminating phase in the analysis, design, develop, implement, evaluate (ADDIE) process. However, evaluation has often been overlooked or not implemented to its full capacity. To assess and ensure the quality, effectiveness, and the impact of systematic training, this article emphasizes the importance of summative evaluation at the last phase of ADDIE and presents developments toward a summative evaluation framework of training program effectiveness. The focus is the connection of final summative evaluation to the direction provided by the analysis phase and the concerns of the host organization.
The purpose of this chapter is to provide a review of the research literature on the use of gaming and simulation in adult and professional education. The chapter will describe the difference between games and simulation; provide a review of the history of games in adult education; investigate important audience characteristics, including generational differences; examine how games affect motivation; and discuss the application of learning theories and instructional models to game design. The impact of games on learning, especially for those born after 1980, is profound. Games and simulations delivered using a variety of technologies may be an integral part of the educational mix offered by corporate trainers in the near future.
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