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“Do we need to look differently at how we approach training and education?” asked Jeff Peevy, I-CAR’s vice president of technical products, programs and services, during the July 22 CIECAST webinar. “The momentum of change today is so much greater than it ever has been. The way we’ve always thought and approached building training content, the collection of information and how we can simulate that into training and information has to be rethought, reinvented because of the speed at which it’s coming at us.”

Before launching into “Technology’s Impact on the Future of Training: Welcome to the Gamer Culture,” Peevy briefly described I-CAR’s role within the collision repair inter-industry, as well as its vision that “every person in the collision repair industry has the information, knowledge and skills required to perform complete, safe and quality repairs for the ultimate benefit of the consumer.”

Giving a shoutout to I-CAR’s instructional design team, Peevy emphasized I-CAR’s interest in collaborating with the industry: “Collaboration is in our DNA.”

Addressing technology’s impact on people as individuals, Peevy explored the impact of electronic-based games on youth during their formative years. Based on a study conducted by Cognitive Science Magazine, people retain 10% of what they read, 30% of what they hear and 70% of what they do.

“As trainers in this industry, if we don’t recognize this, we’re going to miss the boat,” Peevy said.

He pointed out the difference gaming creates in the younger generations’ mindsets: “When things go bad in a game, you hit the reset button; you can always start over. In the real world, Boomers are devastated by a layoff, but the gamer generations bounce back quicker―they simply reset and move on. They’re also used to relying on peer support,

collaboration and coaching one another, rather than the Boomer generation, which was accustomed to adult coaches telling us what to do.” Gamers are more comfortable making quick decisions and taking risks; things are always easy in the gaming world, but they’re ultimately designed for success. They enjoy being heroes, but it’s important to realize games teach them to avoid bosses, Jeff Peevy so Peevy encouraged shop owners and managers to “be more of a strategy guide than a traditional boss.” Additional ways gamers’ mindsets vary from older generations include being more flexible, being able to better move between tasks and being better at stepping outside their own perspective to see situations from someone else’s viewpoint. The gamer generation also expects life to be fun. “Attention is the scarcest resource in the world,” Peevy quoted from “The Attention Economy,” by Thomas Davenport and John Beck. “Everything must be more engaging and entertaining in order to keep gamers’ attention.”

Using data gathered by the Collision Repair Education Foundation (CREF), which shows the average technician age is 41, Peevy noted traditional gamers range in age from under 21 up to 51. The introduction of games on smartphones enhanced exposure to older and younger people as well.

“Almost everyone, at some level, are playing games, and it may not have a direct influence on how we approach training, but it certainly should be something that we consider.”

According to Peevy, technology impacts training approaches by making new demands to meet users’ training and learning needs.

“Training needs to involve decisions, be entertaining and be fun. It must be relevant, engaging and challenging, though doable. It would be beneficial to build training that

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