How to Model a Visual Novel Game to Train and Identify Players' Soft Skills?
Autor: | Hernandez, Jérôme, Muratet, Mathieu, Pierotti, Matthis, Carron, Thibault |
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Přispěvatelé: | Modèles et Outils en ingénierie des Connaissances pour l'Apprentissage Humain (MOCAH), LIP6, Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS)-Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS), Carron, Thibault |
Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: | |
Zdroj: | Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021 European Conference on Game Based Learning European Conference on Game Based Learning, Sep 2021, Brighton, United Kingdom. pp.322-330 |
Popis: | International audience; Companies and the human resources (HR) population have shown a growing interest in assessing and developing their employees' soft skills. Management and leadership soft skills are currently the most affected by this heed. Indeed, companies are currently complex human organizations where managers and team leaders have to supervise together a multi-generational / cultural group. That is why soft skills, also referred to as interpersonal or behavioural skills are expected to be valued in HR management. Companies and HR experts are able to train their peers through different tools, like interactive workshops, instructive videos, and online learning. Likewise, they use interviews and situational judgment tests (SJT) to identify soft skills. In an innovative approach, the process of training and the assessment of the learning progress may be enhanced through game-based learning (GBL) and synchronized into a sole serious game. To this end, we propose a generic framework enabling the creation of a Gamified Situational Judgment Test (GSJT). The first part of the framework is about the gamification of an SJT to enhance the learning of a soft skill and we rely on a visual novel game approach to support the gamification process. The second part is focused on the evaluation process of the players' learning. We propose a model based on a decision tree enabling the collection of a data set through indicators. These indicators will permit us to evaluate the learning of the different soft skills through the game, and it will point us towards a tendency behavioural profile of the player. Our framework and models have been instantiated on a serious game intended for managers of an important banking group on an international scale. We will illustrate the instance with four primary leadership soft skills and will demonstrate the possibility to detect soft skills tendency profiles amongst the players. |
Databáze: | OpenAIRE |
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