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Skill training in organizations goes online, but still doesn't respond to employees' expectations, according to Gamelearn's report
  • France - Français
  • USA - Nederlands

The report Contradictions of Corporate training 2021 published by Gamelearn reveals an evident discrepancy between the corporate training HR departments are offering and the needs and preferences of their staff


News provided by

Gamelearn

Feb 24, 2021, 06:08 ET

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MADRID, Feb. 24, 2021 /PRNewswire/ -- Gamelearn, the all-in-one platform for corporate training launches this report after analyzing the answers of more than 1,500 HR professionals and employees in different sectors in the US, Mexico, Spain, and France. The report reveals both the alignment and misalignment between professionals who develop corporate training programs and the employees who receive them.

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Gamelearn's report Contradictions of Corporate Training 2021 (PRNewsfoto/Gamelearn)
Gamelearn's report Contradictions of Corporate Training 2021 (PRNewsfoto/Gamelearn)

More than 70% of HR professionals consulted assert that their companies had to accelerate the transition from face-to-face sessions to digital training in 2020. A similar percentage of companies say they will increase, or at least maintain, their investment in e-learning in 2021.

However, even though the digitization of corporate training rose significantly last year, it seems it's still lacking the expected innovation. 51% of employees surveyed by Gamelearn claim their companies' online courses are boring and hardly interactive. In-line with this, HR professionals themselves are aware they need to boost employee engagement and motivation in online settings. Unfortunately, reality doesn't reflect that ideal, and the predominant formats for digital training are mainly PDF text documents (61%) and videos (62%). These formats are perceived as unidirectional and noninteractive because employees are not able to obtain immediate feedback through these methods.

Contradictions of Corporate training 2021 focuses on the differences between those responsible for training in companies and their employees—a disconnect that was already visible but is corroborated by this report. Nonetheless, it also reveals common ground. HR professionals prove they are aware of the benefits of including more attractive and disruptive elements in their corporate training. Similarly to many of the employees consulted, HR professionals think real-life simulations (52%) and gamification elements (36%) would help get employees more engaged with the content they are learning.

The complete report developed by Gamelearn can be downloaded for free from today and includes expert opinions from HR managers regarding the status quo of corporate training. It also dedicates a chapter to employees' perspectives on the top employer brands of major companies in various sectors such as pharmaceutical, financial, and technological.

About Gamelearn:

Gamelearn is the leading platform in video games for corporate training. The Spanish company has revolutionized the corporate training sector with its game-based learning methodology and has been recognized with numerous awards. Gamelearn has collaborated on projects to train, educate, and develop employees from almost 5,000 organizations around the world.

Web: www.game-learn.com

SOURCE Gamelearn

Related Links

https://www.game-learn.com/

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