Research Study on Simulations and Games for Education Breaks New Ground

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Report demonstrates strong support from instructors and students for Toolwire simulation games targeting gateway business courses and Career and Technical Education (CTE)

Toolwire simulation games fill an unmet need today for high quality, interactive digital courseware that prepares learners with the common essential 21st Century skills they will need for success in school, career, and life.

Toolwire, a leading provider of high quality, low-cost digital courseware for education, has released results from its fall 2016 implementations of the Toolwire Business Simulation Games. In terms of both scale and outcomes, this study breaks new ground supporting the efficacy of digital simulations and games for post-secondary and secondary education.

In 2016, Toolwire launched 20 digital role-based simulation modules for gateway post-secondary business courses and Career and Technical Education (CTE) programs. These learning modules were used by 40 instructors and over 1,000 students. Highlights from the research data, taken from a sample of 26 instructors and 125 students, provide a number of key insights:

  • Instructors (92%) and students (85%) believe that Toolwire simulations make learning more relevant and engaging by enabling opportunities to practice course concepts in authentic workplace settings.
  • Instructors (85%) and students (84%) believe that Toolwire simulations support deeper learning by providing students the opportunity to “learn by doing”.
  • Instructors (96%) and students (90%) found Toolwire simulations easy to use.

Toolwire’s unique simulation games immerse students in authentic workplace settings (filmed on location), where students interact with human actors – not animated characters. Each interactive learning module addresses 1 or 2 core learning objectives and takes roughly 15-20 minutes to complete.

“Toolwire simulation games fill an unmet need today for high quality, interactive digital courseware that prepares learners with the common essential 21st Century skills they will need for success in school, career, and life,” said David James Clarke IV, Toolwire’s Chief Customer Officer. “These engaging “virtual internships” provide rigorous, scalable, and measurable experiences targeting the high-demand ‘New Collar’ skills most desired by today’s employers.”

Worldwide revenues for Game-based Learning reached $2.6 billion in 2016. Market research firm Ambient Insight projects a 22.4% compound annual growth rate (CAGR) over the next five years. Having delivered over 1 billion minutes of digital learning over the last five years, Toolwire is the leading provider of game-based simulations for secondary and post-secondary education in the United States.

Download the full 2016 Toolwire Simulation Game Research Report: http://www.toolwire.com/simulations-games/fall-2016-research-report/

Toolwire prepares learners with the “soft” and “hard” skills needed for student success and workplace readiness. To support faculty and students, Toolwire’s products and solutions are backed by value-added services including 24x7x365 support, LMS integration, and instructor onboarding.

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Peyton Williams
Toolwire
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