Learning is a game…
People generally learn faster if their curiosity can be aroused. This is possibly what makes games so effective at delivering otherwise boring or monotonous information and exercises. Games challenge participants and at the very least inspire curiosity about participant ability. This makes the business of learning far more interesting because there is a tangible payoff. For example, the ability to read words as shapes or outlines that develops with speed reading practice acquired from flash programs like FieldCraft's Speed Reading training software, Stretch, may also lead to an improved ability to read in less than optimal light. The payoff of being able to read in semi-darkness is worth the exercise for those who find themselves trying to read in the dark. However, as a game that reveals personal ability, the exercise becomes one of self discovery, which can be very satisfying given that the results may well indicate the ability to find a way to exceed socially accepted limitations. This extends the payoff to those who can avoid reading in semidarkness if they choose.
Dorwaldt (1989) has demonstrated that even adults learn best by having fun. A focus on observable, practical, and enjoyable activities has a far greater impact on the learning of adults than serious “education” intensive methods. Markstahler (1990) also finds that the most effective way of teaching children is through fun and games. Hall (1989) supports the idea of playing to a student’s interest as a means of maintaining attention.
It is amazing how much more is known by many people, about their favourite games than about their chosen profession. However, by making training into a game that rewards the ego for progress, learning even the blandest techniques (such as sight and speed reading) can be noticeably accelerated. This is what makes training utilities such as FieldCraft's Speed Reading software, Stretch, so very successful.







