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2012, International Journal of Information Systems and Social Change
This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a spot test, taken immediately after the lecture and the game, and seven day retest scores. It also presents data collected and evaluated on decision-making from three distinct groups: executives (including entrepreneurs), gamers and non-gamers.
International Journal of Information Systems and Social Change, 2012
This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a spot test, taken immediately after the lecture and the game, and seven day retest scores. It also presents data collected and evaluated on decision-making from three distinct groups: executives (including entrepreneurs), gamers and non-gamers.
Current Leadership faces severe problems, since the workforce is changing and it becomes more complicated to motivate employees. Therefore this paper looks into how video games are handling the topic of leadership. Gaming is part of the modern media world and as research indicates it gives insights into leadership of future organizations. In this paper leadership theory will be compared with two cases of games: On the one hand World of Warcraft and on the other hand Counter-Strike. Both games give different insights of the intuitive game leadership training of these players. After comparing these cases with the leadership theory, we see that they are mostly fitting to the leadership theory, thus their approach to these principles is different. Therefore the cases allow us to learn diverse tactics of leadership, as the cases focus on the fun and the motivation. The players enjoy the learning of new skills and align with other peoples and different abilities. In summary this paper shows, that gamer already learning several skills for leading companies and teams, however they also learn to participate in teams on their own. Companies can learn that motivation and keep raising the bar are essential for organizations in order to attract the new gamer generation. We also learn about the importance of the fun in work, which becomes more essential for the gamers.
This research intended to identify leadership skills in Game Based Learning (GBL) context that were developed in the project GREAT implementation. This project was developed within an international partnership including Portugal, Austria, Italy, Romania and Turkey and the main product was a GBL course. The course and the learning process was supported on the SimCity Social game. The trainees had to assume the Mayor role with the goal to construct and manage a city with 5000 inhabitants, assuming a leadership style encouraging the collaboration of the others trainees to accomplish their the learning goals. The main findings of this research were the diverse skills of leadership that emerged from the reflections of the trainees on the discussion forums about the game situations and the analogy they made to real life in organisations.
New Directions for Student Leadership, 2022
Games aren't just useful products, the process of creating games is playful and full of learning potential. This article builds upon a discussion of game-based learning as a cyclical, iterative process that includes motivation, action, and feedback by taking the discussion of the activity of creating games as learning activity. Leadership students first interact with predesigned gaming environments and then, as further demonstration of the confluence of game-learned skills/knowledge and theory, they come to create their own cooperative gaming worlds.
Computer-based and Web-based learning have been dramatically decreasing the costs of personnel training. With their increased popularity, virtual worlds and games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from fast-paced decision making. Such dynamics also contribute to building relationships and sharing/delegating authority with others, in other words acquiring leadership skills. With its emphasis on leadership skills in virtual teams, this paper introduces main findings of several studies on leadership in multiplayer online environments including commercial online games. These studies main focus was on leadership styles in online environments.
2008
Video games and gaming cultures have emerged as rivals for the attention of school-age children. Rather than learning from games, many school leaders and teachers have sought to condemn gaming and restrict the development of game-based curricula and pedagogies in schools. This paper suggests that leaders can learn from gaming by exploring how to develop curricula and establish spaces for teachers to learn and teach from gaming principles. Additionally, games are also well suited to represent how practitioners negotiate complex situations, and may provide powerful tools for leaders and researchers to learn about leadership practice. To appear in Innovate Please do not distribute without the Author’s permission What can K-12 school leaders learn from video games and gaming? 2 What can K-12 school leaders learn from video games and gaming? An understanding of video games as learning environments is becoming increasingly important as gaming culture rivals schooling for the attention of ...
Research shows the potential of mobile games to promote learning in young adults. The 3-year EC-funded project mGBL (mobile Game-based Learning) will prototype a platform and tools for the cost-and time-efficient development and deployment of mobile learning games. At least two types of game template will be designed. These will be for strategy games that can support the development of decisionmaking skills for crisis situations. Example games will be developed in the fields of e-health, e-commerce and career guidance. This short paper outlines project development stages and identifies issues emerging during the exploratory phase of the design process.
Intangible Capital
Purpose: This study seeks to analyse students’ perception of the effectiveness of business games as an e-learning method in management training. This analysis of games’ effectiveness is centred in the generic and managerial skills acquired, through the comparison of students’ opinions in different cultural contexts within Europe.Design/methodology/approach: The analysis focuses on 120 management students at postgraduate level who use the same business game at different universities in five European countries: Spain, Ireland, Portugal, Italy and Germany.Findings: The results indicate that students positively assessed the generic and specific managerial skills fostered by the business game. The generic skills most valued were information and decision-making, and leadership. Regarding the specific skills, the most valued were management skills and the least valued, skills related to planning and the acquisition of theoretical knowledge. However, significant differences were found betw...
Exploring the Influence of Video Games on Problem-Solving Skills: A Focus on Solomon's Key, 2024
For some time now, video gaming has sparked a lot of interest from educational leaders. From providing easier ways to present complicated material to enhancing certain academic skills, various attributes of video games can offer any number of unique and powerful new ways to instruct our modern-day students. As a teaching tool, video games can provide several essential characteristics. These include clear objectives with successive sub-goals, the ability to present and learn new and abstract material in small, coherent sequences, stimulation, learner investment, measured risk-taking, and self-knowledge. All of these form an educational environment which, according to contemporary research in cognitive psychology, suggests successful instructional guidance. Similar attributes of video gaming are becoming the basis for effective training in a variety of fields including the military, airline industry, and medicine.
Organization management journal, 2024
Purpose -The purpose of this manuscript is to highlight how gamification is transforming recruitment, retention and training to resolve employee engagement challenges in the ever-changing workplace. In collaborating with game industry experts and designers, the authors taught students team leadership skills by demonstrating how to design and play their own original cooperative strategy games. In doing so, students learn what gamification is and how it can be used to train our multigenerational workforce; how designing board games teaches team leadership skills (e.g. communication, conflict management, power, decision-making); and how to develop cooperative strategy game elements (player characters, roles and actions) that motivate engaging gameplay with successful learning outcomes. Design/methodology/approach -In this paper, the authors discuss the practical implications of a three-phase semester-long experiential learning experience, where game design demonstrates to students how employees can work collaboratively together in teams. Students' developed storylines (i.e. strategic objectives) including motivation challenges, social media communication breakdowns, sabotage, global sustainability and other real-world challenges. In Phase 1, students learn about how companies are using gamification in training high-performing teams. In Phase 2, students play a cooperative strategy game Forbidden Island with their student teams. In Phase 3, students design (and play) their original cooperative strategy game, instructions booklet and build a facilitation guide. Findings -Approximately, 400 students developed 48 original cooperative strategy games that can be used to teach team leadership skills. These student teams designed cooperative strategy board gamesin which the entire team either wins or loses based on their control of valued resources and player actions as key decision-making points. The data and feedback indicate that the learning experience helped them practically consider team interdependence in making effective decisions, and in creating creative self-efficacy, resilience and self-confidence in their own leadership voice. In this manuscript, the authors focus on providing an overview and implementation plan for our semester-long experiential learning exercise.
International journal of engineering and advanced technology, 2019
British Journal of Educational Technology, 2013
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students (n = 26). The participants played the simulation game in virtual teams that were geo-graphically dispersed and that were brought together by the use of technology. Before the gaming session, the team leaders were preselected and trained in how to operate the simulation game.
silentblade.com
Computer-based and Web-based learning have been dramatically decreasing the costs of personnel training. With their increased popularity, virtual worlds and games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from fast-paced decision making. Such dynamics also contribute to building relationships and sharing/delegating authority with others, in other words acquiring leadership skills. With its emphasis on leadership skills in virtual teams, this paper introduces main findings of several studies on leadership in multiplayer online environments including commercial online games. These studies main focus was on leadership styles in online environments.
International Journal of Cyber Behavior, Psychology and Learning, 2014
This study explored the relationship between leadership in video games and in real-life. The effects of motivation of play, prosocial orientation, and the social context of play on leadership behavior were also investigated. A Game Leadership Behavior questionnaire was constructed to measure game leadership. Other measures included the Leadership Behavior Description Questionnaire, the Motivation of Play questionnaire, Prosocial Orientation Questionnaire (POQ), and questions identifying the type of game play participants were involved in. A total of 321 students participated in the study. All participants held leadership positions in school. Findings showed that game leadership behavior was positively correlated with real-life leadership and emerged as a predictor of real-life leadership, together with prosocial behavior and social game motivation.
EURO mGOV …, 2006
2011
The purpose of this study is to examine if leadership styles can emerge in teams playing a strategic game in a computer gaming environment. The research questions are: 1) What leadership styles would emerge (if any) during the gaming session, and 2) What leadership styles (if any) could be exercised through playing the strategic computer game? In order to get a better understanding of what leadership styles would emerge during the gaming session, researchers observed students' interactions while they played a strategic computer game. The goal of this observation was to determine how many students (if any) would assume leadership roles. In the study, a group of Stanford University graduate students participated in the gaming session. The participants' task was to manage an estate company in small teams. There were three teams with three members on each team; teams competed against each other. Students developed goals, discussed problems, and tracked progress in order to win the game. Results showed that various leadership styles emerged during the gaming session. The leadership styles that emerged are described in the paper. In conclusion, the gaming environment served as a tool to exercise shared leadership. The nature and quality of leadership is becoming more and more important in private and public organizations and in other activities in society. Leadership is an important social phenomenon that is mostly studied by researchers in management, the political sciences, and economics
Australian Army Journal, 2022
This article argues for a culture of deliberate professional gaming. Gaming, as a part of education and as a professional pastime, was a historical norm in Western militaries. Yet, contemporary militaries treat gaming as a curiosity. This contemporary view is in stark contrast to the weight of research that highlights how games enhance the mental skills that underpin decision-making, and the mental models used in decision-making. To demonstrate these benefits, the article first explains how human decision-making links to the Military Appreciation Process. The article then outlines how gaming can enhance individual and collective decision-making skills. The article also provides an overview on how to introduce a deliberate professional gaming culture into Army, with a focus on the Royal Military College – Duntroon. The article notes that the advocated approach can be adapted to the Australian Defence Force Academy and the Australian War College. Given the changing and uncertain strategic environment, Western militaries are unlikely to enjoy the technological, material, and mass advantages of the last forty years. Enhancing military thinking and creative decision-making may provide the intellectual edge needed during this time of great power competition.
Recent years have seen an escalating interest in the use of digital games in pursuit of educational goals. The present research also examined the impact of using digital games on learning in higher education. Female participants (N=46) from a women university in Pakistan were assigned to an experimental condition. The effect of game design with moderating effect of 3D dimension modelling, game contents and social context was examined on learning effectiveness. Results found significant impact of game design with moderating effect of 3D dimension modelling and game contents on learning satisfaction. However, results did not show a significant impact of collaboration on learning satisfaction during the experimental play session. Results are discussed in terms of the potential for higher education learning games and technology to increase students' perceived learning effectiveness. This study reinforces the use of digital games in higher education. It also emphasize the necessity of further research to evaluate the academic value of digital games in students' learning and knowledge retention. Introduction The introduction of educational technologies has been bringing tremendous changes in the landscape of education. Majority academic institutes across the world have adopted many novel forms of learning and teaching methods and tools. For example, " reference schools such as Harvard Business School have meant to make a progress, from the evolution of paper based study cases into simulations and interactive case studies where the learners' could play a realistic situation, to learning by doing " (Srikant, Garvin & Cullen, 2010 as cited in Popescu, Romero, & Usart, 2013). Digital Game-based Learning (DGBL) is one of the popular tool that has been gaining attention of researchers in various disciplines. A plethora of researchers have provided the evidence that using digital games in education can provide multiple benefits like retaining memory longer, motivation to learn, developing skills like problem solving, planning and strategic thinking etc. (Shi & Shih,2015). Learning via digital games is guided by certain rules and goals which helps learners to learn in an organized way by creating step by step real experiences which enhance interest among them and strengthen their learning effectiveness (Tsai, Yu, & Hsiao, 2010). Thus, digital games can be considered as a crucial teaching tool in future (Becker, 2007). Hence, study of effects of digital games is worthy of examination. The merger of information technology tools into education have brought several challenges for both professions. The IT professionals and the educationist both have different frame of works. Hence, when two fields are brought together, it might hamper the intended outcomes of certain actions e.g. using digital games for learning. In order to get the desired benefits of digital game based learning, certain learning as well as technical factors of the games need to be considered. As Shi and Shih (2015) pointed out that " Game designers are able to create interesting games but do not know how to maintain the quality of teaching materials in a game, whereas educators focused on effective educational materials but do not know how to create interesting games ". Thus, in this study an investigation has been made to explore the factors of digital games that can affect the learning effectiveness of learner. The framework presented in this paper help researchers to create and use more interesting educational games for the intended learning outcomes.
Games and Culture, 2017
Game-based training may have different characteristics than other forms of instruction. The independent validation of the Intelligence Advanced Research Projects Activity (IARPA) Sirius program evaluated game-based cognitive bias training across several games with a common set of control groups. Control groups included a professionally produced video that taught the same cognitive biases and an unrelated video that did not teach any biases. Knowledge was tested immediately after training and after a delay. This article presents the results from the two phases of the Sirius program. Game-based training showed advantages in teaching bias mitigation skills (procedural knowledge) but had no advantage over video instruction in teaching people to answer explicit questions about biases (declarative knowledge). Overall, training effects persisted over time, and games performed as well as and in some cases better than the video-based instruction for knowledge retention. Our results suggest t...
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