Train4TradeSkills Double GOLD at the E-Learning Awards 2011


Epic, Train4TradeSkills and Information Transfer were among the organisations that triumphed at the E-Learning Awards 2011. The gala evening was held at the Marriott Hotel Grosvenor Square in London’s Mayfair.

Entries were received from nearly 20 countries and nearly 500 people gathered to celebrate the strength and depth of successful e-learning that is taking place across the globe. 16 award categories produced a record 39 winners and showcased the astonishing range and quality of e-learning.

Epic, Brightwave and Train4TradeSkills were both double gold winners with Epic also taking a bronze. Unicorn Training Group took gold in the much coveted e-learning development company of the year category while Information Transfer scooped gold for a record 4th time in the popular best e-learning project securing widespread adoption category.

The full results of the 2011 E-Learning Awards are:

Best use of social media for learning

Winner: Deutsche Welle German Courses

Best use of synchronous e-learning

Winner: Brightwave

Best learning game, simulation or virtual environment

Gold winner: Train4TradeSkills

Silver winner: Parliament’s Education Service & Preloaded

Bronze winner: Caspian Learning/Interplay Energy

Best use of rapid e-learning content

Gold winner: BT Learning & Development – SSV – eLearning & Multimedia

Silver winner: McDonald’s UK and Kineo

Bronze winner: Unicorn Training Group

Best use of mobile learning

Gold winner: Epic and Harper Collins

Silver winner: LINE Communications and the Royal School of Artillery

Silver winner: Encyclopædia Britannica

Most innovative new learning hardware or software product

Gold winner: Train4TradeSkills

Silver winner: DH e-Learning for Healthcare: e-Fetal Monitoring

Bronze winner: Curatr by HT2

Bronze winner: Fusion Universal

Best use of e-learning to ensure compliance with external regulations or internal policies

Gold winner: CA Technologies

Silver winner: RBS Group

Bronze winner: Epic and the BBC

Best online distance learning programme

Gold winner: RM Lightbox/National College for School Leadership

Silver winner: Workplace Law Environmental

Best e-learning project securing widespread adoption

Gold winner: Information Transfer and Cambian Group

Silver winner: BP and Kineo

Excellence in the production of learning content – not for profit sector

Gold winner: LINE Communications and AO Foundation

Silver winner: St George’s, University of London

Bronze winner: League Football Education, Sportiv8 and Kineo

Excellence in the production of learning content – public sector

Gold winner: Epic and the BBC

Silver winner: abcenglish, International Learning Centre and Wigan Council

Bronze winner: NPIA/NCALT: Mental Ill Health and Learning Disability Awareness

Excellence in the production of learning content – private sector

Gold winner: eCom Scotland in partnership with Howden

Silver winner: Boots in partnership with Mind Click

Silver winner: Compass Group and Kineo

Bronze winner: Purple Media

Bronze winner: essential.genius

E-learning industry award for outstanding achievement – individual

Winner: Mike Booth – Cable & Wireless

E-learning industry award for outstanding achievement – corporate

Winner: Sky in partnership with Brightwave

E-learning internal project team of the year

Winner: Crown Prosecution Service

E-learning development company of the year based overseas

Winner: Michael Management Corporation

E-learning development company of the year

Gold winner: Unicorn Training Group

Silver winner: Walkgrove

The full results are at www.elearningage.co.uk/awards.aspx

For more information from Train4TradeSkills www.train4tradeskills.com

Train4TradeSkills takes glittering prize

ONE of Britain’s leading colleges has won a major award for bringing training for a good old-fashioned trade into the cyber age.

Train4Tradeskills took a prestigious E-Learning Awards in London last week for introducing a virtual reality learning system in its state-of-the-art classrooms and workshops.

Students learning traditional construction skills such as plumbing, building, carpentry and becoming an electrician now practise their skills using the system which simulates tackling jobs in real-life situations.

Myra Smallman, head teacher at Train4Tradeskills, on Collingdon Street, said: “It’s just like flight simulation being used to train pilots and cabin staff.

“It allows the student to make their mistakes before they make their way into the big wide world. The beauty is you can be working away just as you would if you were on site but there is no danger of causing a problem for yourself or a customer – this really is the way forward.”

Train4Tradeskills has expanded its virtual reality training studios and students are able to study all the major skills demanded by the building industry which experts say will boom again, particularly as the Coalition Government moves towards its Big Society vision.

Ministers already plan to spend a billion over six years to encourage local authorities to allow the building of new homes. Local government will have the council tax they raise on new homes matched by an equivalent Government contribution, Housing Minister Grant Shapps said.

Mr Shapps said: “This new homes bonus will ensure that those communities that go for growth reap the benefits of development, not just the costs.”

The Government will provide a contribution equivalent to 125 per cent of the council tax paid on new “affordable homes” for low earners, Mr Shapps said.

Nearly 500 business people gathered at the London Marriott in Mayfair for the event where 37 winners were announced.

Train4Tradeskills received the award in the category Most Innovative New Product or E-Learning Tool along with AiSolve which helped develop the virtual reality system. Aisolve are made up of a group of extremely talented ex-students from the University of Bedfordshire who have been inspired by Professor Carsten Maple and managed by Train4Tradeskills.

E-learning is the biggest growing part of the distance learning industry as more and more people find the best way to gain a skill to help guarantee a job for the future is by learning at home across the internet.

Train4Tradeskills students have the added advantage of the practical classrooms too.

Other leading companies attending the awards included Jaguar Land Rover, PricewaterhouseCoopers UK, BUPA, The Open University, Hibernia College, St George’s University of London, Gloucester Hospitals NHS Foundation Trust, the Olympic Delivery Authority and Boots UK.

Mr Jan Telensky, of Train4Tradeskills, said: “This is a fabulous award for a company such as this and the prestige names at the ceremony reveal the kind of competition companies were up against.

“It means we have been recognised for taking people into the future and not only are they learning traditional skills, things that are the bedrock of society, within an industry waiting in the wings to rebuild Britain, but they are understanding IT and the benefits of new technology. I am over the moon for the teachers at the college and also for the students who are getting the best and most innovative training in the world.”

Train4Tradeskills is well known for its determination to change the world. Mr Telensky helped one of his web design students – a former Harry Potter star – realise his ambition to record songs for charity.

The businessman and philanthropist sponsored Shane Board, a diabetes sufferer, to record four tracks at Jools Holland’s London studios. All profits went to Diabetes UK.

Mr Telensky also sponsors youth initiatives including the Dunstable College Student of the Year Awards, the YOPEY (Young People of the Year) Awards and recently supplied the University of Bedfordshire and a local school with thousands of pounds worth of new computers.

Many of Train4trade Skills students have gone on to find well-paid employment. Average salaries for newly qualified plumbers range from £25,000 – £40,000 but for those wanting to go it alone, the college also shows students how to run their own businesses.

The Government’s agreed expansion of new residential properties, the increasing regulation over work in houses, the drive towards energy efficient heating systems and the implementation of the European Performance of Building Directive means a greater need for more skilled traders.

Source: http://train4tradeskills.wordpress.com

For more information about training

http://plumber.train4tradeskills.com

http://electrician.train4tradeskills.com

http://gas.train4tradeskills.com

The Duke of Wellington writes to Jan Telensky

News udpate: The Duke Of Wellington writes to Jan Telensky, patron of Holdays4Heroes, saying he finds the project "a most noble gesture". The letter from His Grace The Duke of Wellington can be viewed at Holidays4Heroes news.

Train4trade Skills Students speak about the training

Train4trade Skills student Michelle Davidson speaks about the trainng she is doing and her expectations for the future. For more click here

Train4trade Skills student Maureen Austin speaks about the trainng she is doing and her expectations for the future. For more click here

Train4trade Skills student Mary Tigell speaks about the trainng she is doing and her expectations for the future. For more click here

Train4TradeSkills Learners get a good deal at ATL says Ofsted

In its recent Ofsted inspection Southampton, Guildford and Leeds based Apprenticeship Training Limited (ATL), a specialist training provider for plumbers, electricians and gas engineers, which provides practical training for Train4TradeSkills received praise from the office for standards in education for the quality of its provision and for its care of students.

The inspection which was carried out during the week of the 26th October 2009, looked at the quality of provision, outcomes for learners, leadership and management, equality and diversity and the safety of learners. The report which has just been published awarded ATL an overall Grade two, the second highest grade possible, and made particular point in saying…

“Apprenticeship Training Limited is a good training company. The success of apprentices is excellent with all learners getting their qualifications in 2008/09. All learners also make excellent progress in developing the key skills of reading, using numbers, communicating and computers.

The quality of teaching and learning is good. Tutors share their knowledge well, with good use of examples from the building services industry. Apprentices appreciate the high quality of the teaching and learning they experience and enjoy their learning and work. Tutors are particularly effective at linking theory to practical activities and in workshop sessions learners receive excellent teaching and guidance.”

The inspectors also remarked that “ATL’s support for apprentices is outstanding and many apprentices significantly improve their literacy and numeracy skills. ATL is very well led by its directors. Leadership is excellent and managers and teaching staff are committed to supporting every learner to achieve their qualification.”

Students who were interviewed by the Ofsted inspectors during the inspection week said they liked being treated like adults and being taught by people who work in the industry with the focus on practical skills. Employers added that they liked the regular feedback from ATL regarding learners’ progress and the comprehensive service, from initial aptitude testing to the completion of an apprentice’s qualifications.

In response to Ofsted’s report, Managing Director, Nick Hayward, says “As one of the first providers inspected under the new inspection framework introduced in September 2009, which many believe makes it much harder for providers to get good grades, I am delighted with the findings of Ofsted. Their report recognises the high standards at ATL and will give learners confidence that ATL is an excellent choice as somewhere to learn their trade.”
---------------------------------------------------------------------------------ends
Notes for editors: The Office for Standards in Education, (Ofsted) regulates and inspects schools, colleges, work-based learning and skills training providers to achieve excellence in education and skills for learners of all ages.

If you would like a full copy of this report, reference number 50434, please contact:
OFSTED, Royal Exchange Buildings, St Ann’s Square, Manchester, M2 7LA

Train4TradeSkills helps students bank on the future

Barclays Partner Finance, a subsidiary of Barclaycard, was praised by Train4Trade Skills today for protecting the futures of thousands of people caught in the collapse of a leading skills training provider.

The bank stepped in The Skills Centre, in Splott, Cardiff, which trained students as gas fitters, plumbers, IT technicians and electricians, went in to administration.

The shock sent despair through thousands of Skills Centre students who had spent thousands on courses.
One student, who did not want to be named, said: “We paid thousands and we all feared the money would be lost.”

The Skills Centre was struggling after Aled Edwards, who earned £80,000 as the company’s finance director, was jailed for 16 months for misappropriating almost £100,000 of the firm’s money.
Cardiff Crown Court heard how Edwards, 38, of Park Avenue, Whitchurch, wrote cheques to himself totalling £97,516.82 over four months.But then, out of the blue, Barclays and Train4Trade Skills became involved.

Myra Smallman, of the company, said the bank provided loans to fund The Skills Centre students’ training.
“At a time when banks are having such a bad time as far as their image is concerned, it is nice to see one doing something big to help people out. Many of the students were financed by Barclays, so Barclays has arranged for them to study with us,” said Ms Smallman.
Ms Smallman said ATL has worked round-the-clock to contact The Skills Centre’s students. “But the paper work was in a mess and it took us ages to contact all the students. But now many are getting close to completing their skills training.”

Lee McNeil, one of the students who benefitted, said: “I would like to thank Barclays for honouring my training programme following the demise of the Skills Centre. Whilst the Skills Centre was in existence my training was delivered by a company in Liverpool. However, when they went into liquidation I was concerned that all the money I had paid had been wasted.
“You can imagine my relief when I discovered that ATL had been given permission by Barclays to honour my agreement and complete my training. Having completed some training with ATL (a subsidiary of Train4Trade Skills) I have now realised that every cloud does have a silver lining after all.”

James Parsons, a plumbing student also added his thanks to Barclays. “I wish to express my sincere thanks to Barclays for enabling me to continue with my plumbing studies at ATL after the unfortunate closure of the Skills Centre. Their support has meant I have been able to successfully complete my training when I thought all had been lost. Once again, many thanks.”

Nick Hayward, managing director at ATL says, “Just a few months ago a heck of a lot of people desperate to improve the lives of themselves and their families were facing a very bleak future indeed. But thanks to the intervention of Train4Trade Skills and Barclays, every single one of them can now finish their course, get qualified and start their new career all at no additional cost. The banks have had a rough ride in the press recently. But in this instance, I think the folks at Barclays should be very proud of themselves indeed. Well done Barclays.”

A spokesman for Barclays said: “Barclays is committed to using our industry expertise and specialists to support such propositions. By really understanding the industry sector, Barclays has been able to provide innovative financial solutions to enable Apprenticeship Training Ltd to secure and deliver the required courses to many relieved students.”

For more details:
Terence Holloway Johnson
http://www.train4tradeskills.com
0845 055 1009

Train2Game News CASUAL AND SERIOUS REASONS FOR CONTINUED GROWTH

PROFESSOR CARSTEN MAPLE AND MARK HOOPER

THE GAMES INDUSTRY: CASUAL AND SERIOUS REASONS FOR CONTINUED GROWTH

Computer games have had continuing success due to their relationship with other cultural forms; traditional games, animated film and cinema have all paved the way for a whole swathe of genres to be recreated in this relatively new medium. However it is their interactivity and ability to immerse the player within the media which is the reason for their level of engagement and success.1 This success has seen phenomenal growth over the last decade with sales in software and peripherals reaching $22 billion in 2008 of which software totalled $11.7 billion. Considering that in 1997 the industry totalled $5.1 billion this growth sets a new record and is somewhat unprecedented with sales expected to reach $68.3 billion by 2012.2

A number of factors have been fundamental in shaping the fortunes of the games industry but advancement in technological innovation has been the prime driver. The advantages of new technology have ensured gaming science has been stretched to transform our everyday lives, helping us live, learn, work and play through a widely accessible, interconnected, mass medium3. The computing power now available has allowed developers to push the boundaries of the gaming environment with impressive graphics helping to provide addictive, immersive experience; however the successes of online, multi-user video games are driven by the connectivity and the actions of the players within the gaming environment with social interaction having far more influence than any innovative graphics used4.

Seventh generation gaming consoles such as the Microsoft xBox 360, the Sony Playstation 3 and the Nintendo Wii have opened up a whole new array of interactive media ranging from family games for all ages to enjoy together in the front room to the online, multi-player experience involving gamers from around the world. The Wii Fit has even given a new dimension to front room exercise with a number of games focussing on physical activities “combining fitness and fun in one product” 5. It is this diversity of experience which has captured the general public’s attention. With the wider appeal of consoles and games, they are now advertised on a variety of media including television, to different segments of the market. The video gaming experience has matured and is here to stay.

With the evolution of the industry, todays gamer has also matured, literally. The average gamer is 35 years old, with a quarter over 50; also with 53% of all Americans over the age of 18 and 97% of teenagers regularly playing, the gamer group is diverse. Children, parents and grandparents have all helped shape the evolution of games with interactive, social games making the pastime more appealing to all family members, of all ages.3

The challenge of meeting the demands of this widening spectrum of the gaming audience has been met with enthusiasm with Casual games: games with simple rules and plot lines, becoming ever more popular with the occasional player.3 The casual consumer is not tied to committing to long term goals; being able to play in short bursts, they are not penalised for stopping mid-play nor do they need to save the game to ensure progression after hours of play. These users are not necessarily fans of digital games, but enjoy the simple game play provided through the use of a mouse or phone keypad and often simple iconic or abstract graphics.

The success of Casual games is also due to the fact that they do not usually subscribe to video game stereotypes aimed at young men and avoid unnecessary sex or violence. Inoffensive imagery ensures that these games appeal to a wider audience, most notably women. With women now making up almost 40% of all game players, developers are targeting this and other as yet mostly unexploited groups, so user growth in this area of gaming is guaranteed.6

The first successful Casual game was Microsoft’s Solitaire, with more than 400 million people having played the game.7 This initial success has snowballed with the casual gaming market achieving 20% growth year on year and sales of over $2.25 billion yearly7, this is impressive considering a majority of these games are free to download online. This means there is minimal profit associated with some areas of games development and it is believed that computer games, in particular Casual games, will be used to implement an advert-supported business model.8 Comparable with television, this developing model is expected to include animated TV shows and free online games all displaying in-game advertising or selling virtual goods. This will secure revenue and increase profits, potentially providing the opportunity for the most growth in the future.

Digital games potentially have unique persuasive powers with meaning and expression supporting existing social and cultural position. However video games can also seek to alter the player’s perception and initiate long term social change. Politics, advertising and learning are areas that have been affected by video game persuasion.9 The serious game movement is dedicated to ensuring the development of games toward teaching and learning using games. Microsoft is one of the larger companies spearheading the development of games focussing on areas including education, government, health, military, science, corporate training and social change. With their release of ESP, a product that enabled companies to produce their own customised training flight simulators, they were seen as the first major player to enter the serious games arena.10

Games are good at illustrating complex situations and when used as a method of communication they can be used to present a situation, such as the plight of a nation, through play. Gamers previously unaware or interested in learning can be targeted through a medium that appeals to them; they then become empowered to take action after discovering for themselves through the storyline of the game. This unique way of using games has opened up opportunities to reach new audiences and to engage them through a medium they can relate to, a low percentage of teenagers read newspapers but most would take up the challenge to try a new game, inadvertently learning, possibly shaping their understanding and opinion in the process.

Serious games are currently focused on extremely niche requirements. When Virtual Heroes developed Ultimate Team Play for the Hilton Garden Inn hotel group the focus was entirely on the client’s requirements and not generic for the industry.11 As the first training game used by the hospitality industry it created a lot of excitement, however the cost of and complexity in creating a viable solution that really delivered would have required serious investment.

With the cost of developing a serious game that appeals to a mass market being considerable, it means that sectors that would benefit the most, including education, are currently unable to make the impact required until development technology and user knowledge becomes more accessible. Recent economic factors will force the industry to reuse development engines making them more customisable and standards will eventually reach a point where bespoke requirements will become more cost effective to produce. The challenge then will be to take serious subjects and turn them into stimulating, engaging products that appeal to wide audiences; with the first Serious box office hit the sector will really be in a position to capitalise.

So in conclusion, the diversity of the gamer audience is the new main driver for continued growth within the games industry. With a larger percentage of games aimed at the wider audience and free casual games having made a significant difference to the perceived gaming culture the business model will adapt to ensure profit and continued growth. The rise of in-game advertising is inevitable.

Also, with the maturity of the industry the concept of serious games must also be realised. We have already seen console games which have been aimed at the wider audience focussing on raising awareness and teaching technique in the form of the Wii Fit exercise games. It is only a matter of time before technology and the development platforms allow achievements far beyond current expectations and once again allow the industry to raise its game (pun intended).

Meeting the Demand of the Market
Given the expansion already experienced by the computer games sector and the further predicted growth, it is vital that the industry, educational establishments and training partners work together to develop a skilled workforce to meet this demand. Without an adequate labour market, the UK will lose further ground in the market, as it has already witnessed a drop from third biggest manufacturer to fourth behind Canada.
There are two main routes that industry uses to recruit employees with skills and knowledge to work in their field. The first is to attract university graduates that have completed appropriate honours or masters degrees. There are now a number of well-established computer games development degree programmes in the UK and these are proving popular with students and provide a steady stream of personnel to the industry. However, there still remains a shortage of skilled people to work in the area, and the computer games industry has welcomed new training courses aimed at supplying this demand from industry. Tiga, the national trade association for the games industry has recently accredited two courses in games design and development. The courses are offered by Train2Game and are entitled Computer Games Designer and Computer Games Developer. These courses have been developed by people that are in industry and have significant experience in both PC game development and console game development for major publishers. The endorsement is a testament to the industrial relevance of the courses. For those that do not wish to embark on a full academic programme, the Train2Game courses provide an excellent industry-recognised alternative to an undergraduate programme.
Conclusions
This article has considered the growth in the computer games sector. As well as analysing the emerging trends for the sector, we have given some of the reasons for this growth. It is imperative that the UK recovers some of the lost ground in this growing market, and to do this it must attract a suitably skilled workforce, through a combination of graduates and those that have completed recognised training courses.
About the Writers

Professor Maple has an international research reputation and extensive experience of institutional strategy development and interacting with external agencies. Substantial experience of chairing and participating in committees and boards at all levels of an HE institution.

References
1. Darley, A. (2000). Visual Digital Culture: surface play and spectacle in new media genres. Routledge, p. 148.
2. Hewitt, D. (2009). Computer and Video Game Industry Tops $22 Billion in 2008. ESA Entertainment Software Association. Available at: http://www.theesa.com/newsroom/release_detail.asp?releaseID=44
[Accessed 28th April 2009].
3. The Entertainment Software Association. (online) The Transformation of the Video Game Industry. Available at: http://www.theesa.com/gamesindailylife/transformation.asp
[Accessed 28th April 2009].
4. Mortensen T, E, edited Williams J, P, & Heide Smith J. H. (2007). The Players’ Realm: studies on the culture of video games and gaming. McFarland & Company, p. 188.
5. Nintendo Wii Home Page (online)
Available at: http://www.nintendo.com/wiifit/ [Accessed 29th April 2009].
6. Pocilujko, S. (2006). Why Casual Games and Female Gamers Go Together.
Available at: http://www.casualconnect.org/content/gamedesign/pocilujko-ten.html [Accessed 29th April 2009].
7. Morrison, C. (2007). Casual gaming worth $2.25 billion, and growing fast.
Available at: http://venturebeat.com/2007/10/29/casual-gaming-worth-225-billion-and-growing-fast/ [Accessed 28th April 2009].
8. Richtel, M. (2009). Video Game Makers Challenged by the Next Wave of Media
Available at: http://www.nytimes.com/2009/03/30/technology/30game.html?_r=1
[Accessed 29th April 2009].
9. Bogost, I. (2007). Persuasive Games: the expressive power of videogames. The MIT Press. Preface IX.
10. Jana, R. (2007). Microsoft's Games Get Serious. Available at:
http://www.businessweek.com/innovate/content/dec2007/id20071220_808794.htm [Accessed 30th April 2009].
11. Virtual Heroes (2008) Hilton Garden Inn® Unveils Ultimate Team Play. Available at: http://www.virtualheroes.com/newsDetails.asp?nid=31
[Accessed 30th April 2009].

Train2Game and Tiga, Case Study

Dr Paul Sant and Mark Hooper
The Benefits of National Trade Association-accredited Courses: A Case Study of Train2Game and TIGA

Introduction
Most prospective students when making a decision on what course to take look at the level of credibility and standing presented by the trainer. This helps determine the level of quality they should expect. Printed and online materials are often the first point of contact and marks of quality are essential to engage prospective clients. Perhaps the most important of these measures of quality are trade endorsements – as a marketing tool, endorsements of any kind provide weight to a product or service, raising its profile and engendering trust within the purchaser. Some endorsements can be regarded as a gimmick, however, trade endorsements are recognised as a sign of backing of the highest order; when industry sector experts back a relevant product then we consider it to be following industry guidelines and of the up most quality.

Benefits of endorsed courses
With the number of courses now available within the IT sector it is essential to assess accurately which course is best suited to your needs. Obviously the course content descriptors are a good place to start; they should provide in depth detail on exactly what is covered on the course. You will also need to ensure you understand fully the duration of the course, your obligation to complete the material and the total cost before making a decision. Once you have a good understanding of what is involved you should be looking to find out whether the trainer’s claims match reality.
The training sector does attract providers that range in quality, so investigate to ensure there are plenty of endorsements of their products. Useful endorsements to consider are feedback from previous clients: whether on the trainer’s website or on group chat forums people’s opinion on services provided is invaluable. In additional to these the most important endorsements are those that come from authoritative bodies within the sector. These include accreditation and certification organisations and industry trade associations. Endorsements from these organisations are important as they are indicators of trust in a product from recognised and respected authorities. Having these high profile endorsements helps raise the profile of the product so that it becomes widely recognised within the industry sector. They can then become the de facto must have qualifications for sector professionals. Having a widely recognised professional qualification increases your employability and future prospects, essentially the higher the profile of the course the more attractive to an employer you will be.

What is Tiga?
Tiga is the national trade association representing the business and commercial interests of games software developers in the UK and Europe. Tiga acts as an interface between industry and UK and European Government departments and Ministers on issues of the sector. Tiga has developed relationships with BERR, Treasury, Inland Revenue, UKTI, DCMS, DIUS, and the Home Office. As with any trade association, it is dedicated to ensuring continued success and raising further the profile of the UK within the industry sector.1
With over 130 members making all or parts of video games, Tiga is dedicated to ensuring support on best practice is available and its special interests group. The Tiga Technology Group is focussed on the needs of excellence in the use of technology within the games development industry.2

What is the link between the Train2Game courses and Tiga?
As the UK games industry’s Trade Association, Tiga recognises that there is a shortage of skills in the games sector and believe that the new Train2Game courses provide a solution and fully support the professionally developed material stating that “We believe that the TIGA Diplomas delivered by Train2Game will become one of the key routes for entrance into the games industry.”3

Why are trade associations and professional bodies needed?
Professional bodies and trade associations are founded and funded by businesses. Their main roles are to represent the interests of professional practitioners and to safeguard public interest. Acting as an industrial leader spearheading development, supporting Research & Development and shaping policy with government they are critical to ensuring an effective trading environment.
Membership provides unique opportunities for businesses and individuals to establish their place in the market. Conferences, trade shows, networking events and training seminars all support the building of collaborative relationships critical to successful businesses.
The activities that the associations support to bring industry members together also provide the opportunity to facilitate the setting of best practice and industry standards, drawing expertise from different areas for the common good of their members. Recognising best practice within individual businesses and by individual practitioners and endorsing products and services that meet agreed standards is a valuable service to both the business and their clients.

What are the skills are there are shortage of in the games industry?
Over the past decade there has been increased interest from students to enter the computer games industry, however there is a distinct shortage of suitable graduates which has hampered the growth of the industry4. The Train2Game courses have been developed to help make the industry more accessible with flexible learning for entry level students.
Of course it is not just academic qualifications that employers are looking for, but also soft skills such as good communication and team working. It is also important to realise that within the games industry there is a wide range of opportunities available, e.g. programmers, animators, designers and product managers. Each of these different roles will require different skills, but as a general starting point Tiga’s Careers Guide 2009 5 lists a number of skills that employers are looking for, and these are summarised below.

Academic qualifications


  • Good Bachelor degree (2:1 or above) in Computer Science, Mathematics, Physics or Software Engineering.
  • Train2Game TIGA diploma

Soft skills

  • Creativity
  • Problem solving
  • Communication skills
  • Team player

These soft skills are key to successful entry into the industry but of course, there are also skills that are specific to a job role (such as, for example, a games programmer) and the Tiga document provides an excellent overview of the skills and requirements for a number of key roles within the games industry, including: games designer, artist, animator, programmer, audio and producer. In addition, there is information about the career path for each role and the personal skills that employers are looking for.
If you would like further information about the skills required for your chosen career, please see the Tiga Careers Guide5.

Benefits of including endorsed courses within the curriculum (meeting industry requirements)
As a new student, or maybe even as a potential student, you are likely to have chosen a course (or be in the process of choosing one). It is now quite common for students to spend a significant amount of time analysing the different courses available, and evaluating which is the best for them. Of course studying for a University degree, and making a decision on which one to choose, is not easy. Over the past few years we have seen an increase in the number of University courses that are endorsed by industry bodies and regulators. Such endorsements can give students confidence that the course that they have chosen has been guided by useful information about what the games industry is looking for, and that the core skills and requirements of industry have been incorporated into their chosen degree course. In addition, the incorporation of endorsed courses, such as Train2Game’s developer and designer courses6 into accredited University courses allow students to gain practical hands-on experience and qualifications that are recognised both academically and professionally. The Department of Computer Science and Technology at the University of Bedfordshire has recognised the value of integrating these courses and believe that they indicate to employers that their students have the skills that the games industry is demanding – in today’s increasingly competitive world, getting one step ahead is vital!

Conclusion
Over the past decade we have seen a vast increase in the number of computer games available on the market, and also in the skills requirements needed to enter employment within the games industry. It is no longer enough to have the creativity, productivity and desire to work in the industry, it is now a requirement that you have a degree, and more importantly, that you have the skills that the industry requires. Tiga and Train2Game have therefore been set up to help and guide those who are interested in working within the games industry. They aim to enable potential employees to identify the skill set required, the career progression and opportunities available within their chosen area, and they also offer training that will provide invaluable experience. So, if you are interested in a career in the games industry why not go and check out Tiga and Train2Game and take the first steps to a successful new career.
References
1. What is Tiga? Available at:
http://www.tiga.org/ [Accessed 30th April 2009].
2. About us. Available at:
http://www.tiga.org/index.php?action=showAboutUs [Accessed 30th April 2009].
3. Tiga and Train2Game – FAQ, Available at:
http://www.tiga.org/index.php?action=showPartner [Accessed 1st May 2009].
4. Working with Government on education. Available at:
http://www.gamesup.co.uk/Skills.html [Accessed 6th May 2009].
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