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Throne for Games: creating awareness of QinetiQ amongst the younger generation

Central Marketing, QinetiQ

 

QinetiQ is challenging young people to design their perfect Gaming Throne and send us a photo or drawing of their concept. The best of the designs will be posted on our social media channels, and the one retweeted the most or that gets the greatest amount of ‘likes’ will win £300 worth of vouchers!

Gaming technology plays a significant role in our training business, enabling us to provide some of our most successful training and simulation services for both military and commercial customers. Evidence suggests that game-based learning, known as ‘gamification’, can improve problem-solving skills, broaden knowledge acquisition, motivation and engagement.

Approximately 97% of 12-17 year-olds play games, and so doing learn a wide range of useful skills. Games such as Minecraft necessitate basic programming skills, a knowledge of how to install texture packs and make ‘skins’ to individualise their characters, use of multiplayer servers, emailing to set up group sessions, in-game communication using Skype or Face time, and learning through YouTube videos.

 

Dr Helen Dudfield, Chief of Training, spoke on the subject at the Joint Forces Simulation & Training Conference at the beginning of February: “The idea of applying all the fun and addictive elements found in games to real-world or productive activities such as training modules, is an interesting one. We recently gave a presentation to the military on how learning environments are changing and adapting to technology and what, as trainers, we need to do to keep up to date.”

The Ministry of Defence is keen to attract ‘digital natives’ – those born from the late 90s onwards, often ‘hyper learners’ with the preference to learn a lot very quickly, through a variety of means, instead of traditional reading or lectures. They are almost ‘learning by stealth’.

Our expertise in simulation and gamification means that we’re becoming a respected thought leader around innovative future learning technologies.

The competition, which closes on February 17, ties in strongly with QinetiQ’s strong commitment to The 5% Club – a joint initiative with liked-minded companies, which aims to encourage as many as possible of the UK’s FTSE350 businesses or equivalent size to commit to having at least 5% of their workforce comprising young people – apprentices, graduates or sponsored students on structured training schemes – within five years.

 

 

 


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