The trend towards increasing use of games and simulations for teaching has important implications
for understanding how informal and formal learning can support and reinforce one
another in order to accelerate learning, support higher-order cognitive development and
strengthen motivation in skills-based learning While there is clearly a need for
baseline research into how games and simulations are currently being used in the home and
for learning, general trends in the research indicate the increasing popularity amongst learners
for using ‘serious games’ and simulations to support curricula objectives In addition to increasing
demand for interactive games- and simulation-based content and tools amongst learners,
employers and training providers are (rightly or wrongly) beginning to regard games- and simulation-
based learning as a way of making cost savings in training budgets as well as providing new
ways for communicating with potential new recruits particularly amongst the
‘net generation’ who have grown up with computer games While
these cost benefits are not always scalable or sustainable in all sectors and have yet to be fully
proven in areas of training characterised by high differentiation of skills needs and diverse content
provision, there is reason to believe that learner-driven demand and anticipated cost benefits will
continue to facilitate increased uptake of games and simulations in the short- to medium-term.