Di Ferdinando, M. Schembri, M.L. Nigrelli, O. Miglino Institute of Cognitive Sciences and Technologies C.N.R GACET’11 Rome, Italy 17-18 november 2011
Di Ferdinando, M. Schembri, M.L. Nigrelli, O. Miglino
Institute of Cognitive Sciences and Technologies
C.N.R
GACET’11 Rome, Italy 17-18 november 2011
Outline The Learn To Lead project: design of a game for
training leadership skills
Introduction to the Learn to Lead Game
Serious game desing: doing it the right way
How agent-based modeling helped ?
Conclusion
Learn to lead project EU project (Leonardo da Vinci programme)
goal of Learn to Lead: design, implement, and test a novel, online approach to training in team leadership
Why the Full Range Leadership theory Knowledge structured into a logical system
Easly “translatable” into behavioral patterns
Empirical evidence
Leadership style Assessment tools available (MLQ questionnaire)
Introduction to the Game
Serious game desing: doing it the right way When setting out to build an educational game there
is very little guidance on how to ensure that the game has the desired effect on learning
….but entertainment games are excellent at motivating people to learn skills that are necessary to advance in the game
Learning should be intrinsic to the game play
Make the mechanics of the game mapping directly to the learning outcomes (Habgood, 2007)
Example If a game is intended to teach multiplication, the core
mechanic of the game should involve the players engaging in multiplication
How agent-based modeling helped
Conclusion Agent-based simulation helps incorporating complex
knowledge into educatioinal games in a way that makes learning intrisic to the gameplay
The game mechanics and learning programme become much more difficult to design
Acknowledgements This work was carried out as part of the “Leonardo” project “Learn to Lead” Funded by the EU Lifelong Learning Program