(1)Corporate scandal, labor reductions, economic recession. The past year has been a sobering experience for the average worker,

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问题     (1)Corporate scandal, labor reductions, economic recession. The past year has been a sobering experience for the average worker, a return of the nose-to-the-grindstone work ethic, and a time to roll up the shirt sleeves and get serious. You’ve seen your workload increase, your pay frozen, and your training budgets cut. And to make matters worse, you’ve seen expectations for ROI (Return on Investment) rise and e-learning companies fall.
    (2)Need a tissue? It’s not that bad. Honest. Despite what you may have heard, fun is not dead. In the burgeoning niche of game-based e-learning, a group of companies are using the video games kids (and adults) play as inspiration for delivering learning that counters workers’ reluctance towards training and offers an antidote to the stress that many are under. Now that incentives of a pay increase or promotion are being reigned in by higher ups, employees are less enthusiastic about taking time away from their jobs for training—managers even less so. These game-based e-learning applications counter by being fun, engaging, and in some cases, addictive.
    (3)But, as can be expected, e-learning that draws heavily on video games in a coat-and-tie culture is often a tough sell. Advanced games and simulations don’t come cheap. Development costs for custom-designed games often top the million dollar mark and purchase prices are typically several hundred thousand dollars. Such an investment matches the cost of in-classroom training. With training budget cuts, companies that are on the fence are unwilling to take a chance on an unproven mode of delivery. Pragmatism and proven technology rule the day, as companies decide what they really need and suppliers figure out how to deliver. For some in the game-based e-learning segment, the mood is rather pensive. For them, fun isn’t dead. It’s just on pause.
    (4)For others, it’s game on. Companies such as Learning Ware, Corporate Adrenalin, and Games2Train are finding success by delivering within a tight budget and providing back-end data to ensure that games earn their keep. Even in the midst of this economic slump, game-based e-learning is demonstrating its potential to improve the way we train and do business.
E-learning companies expect that video games will be used for _______.

选项 A、inspiring children’s passion for learning
B、inspiring workers’ passion for their job
C、relieving employees from work pressure
D、relieving the need for certain job training

答案C

解析 第2段第5句中的for引出的就是这些公司开发电子游戏的目的,定语从句里的offers an antidote to the stress表明电子游戏结合了学习的功能后,能帮助员工减轻压力,C就是对这个内容的同义改写,为本题答案。
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