Advances in Game-Based Learning Elena Dell'Aquila Davide Marocco Michela Ponticorvo Andrea di Ferdinando Massimiliano Schembri Orazio Miglino Educational Games for Soft-Skills Training in Digital Environments New Perspectives Advances in Game-Based Learning Series Editors Dirk Ifenthaler Scott Joseph Warren Deniz Eseryel More information about this series at h ttp://www.springer.com/series/13094 Elena Dell’Aquila • Davide Marocco Michela Ponticorvo • Andrea di Ferdinando Massimiliano Schembri • Orazio Miglino Educational Games for Soft-Skills Training in Digital Environments New Perspectives Elena Dell’Aquila Davide Marocco Plymouth University University of Naples Federico II Plymouth , Devon , UK Naples , Italy Michela Ponticorvo Andrea di Ferdinando University of Naples Federico II Aidvanced S.r.l. Naples , Italy Rome , Italy Massimiliano Schembri Orazio Miglino Aidvanced S.r.l. University of Naples Federico II Rome , Italy Naples , Italy Advances in Game-Based Learning ISBN 978-3-319-06310-2 ISBN 978-3-319-06311-9 (eBook) DOI 10.1007/978-3-319-06311-9 Library of Congress Control Number: 2016957711 © Springer International Publishing Switzerland 2017 T his work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifi cally the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfi lms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. T he use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specifi c statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. T he publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland Introd uction T he book explores methodological and technological aspects underpinning the training of soft skills through the migration and adaptation of psycho-pedagogical methodology, such as role playing and psychodrama, to digital and online environ- ments, the so-called EduTechRPG (Technologically Enhanced Educational Role Playing Game for soft skills training). Intelligent tutorship, psychological model- ling and feedback mechanisms for ensuring the success of the learning process rep- resent the fundamental characteristics of the proposed methodological approach to soft skills training. Soft skills can be defi ned as personal attributes that contribute to better express how people know and manage themselves, as well as their relation- ships with others. Their importance has been greatly recognised by the European Union in the past few years. The advent of new and powerful enhanced learning technologies, which is currently challenging traditional professional practice in many areas, is now also challenging this new domain, and the range of approaches and applications is growing fast. The proposed exploration is conducted by the authors with the discussion of sev- eral concrete experiences of educational games and training tools applied to a variety of soft skills, such as negotiation, decision-making, leadership and problem solving. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aiming at applying well known psycho-pedagogical training models to online, technology-enhanced learning contexts in a broad range of applications and target groups. The specifi city of such a psycho-pedagogical meth- odology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefi ng processes that can be conveyed to learners through different means, such as online group or individual chats with tutors, auto- matic reports and a psychologically informed scoring system. Tutors that can be either real or artifi cial are seen as the key factor facilitating the training process. More specifi cally, the book discusses the approach used by the authors to design EduTechRPG along with different EU-funded projects, such as the conception and use of the Eutopia platform in Eutopia MT, Proactive and S-Cube projects (Chap. 4 ), ENACT (Chap. 5 ), DREAD-ED (Chap. 6 ) and Learn to Lead (Chap. 7 ). This approach refl ects two main dimensions: psycho-pedagogical and technological. v vi Introduction These should not be considered as mutually exclusive dimensions but rather as com- plementary. Indeed, the ability of integrating such dimensions in a single game implementation contributes to the design of an educational tool to create meaning- ful learning. The fi rst dimension specifi es the psycho-pedagogical foundations of the learning approach adopted and identifi es two main categories of EduTechRPG: drama-based and rule-based. Drama-based EduTechRPG allows users to experience direct involvement with the learning objectives through a personal dramatisation by acting out roles and competences. Rule-based EduTechRPG points instead more on the logical and reasoning aspects involved by the user for achieving a specifi c learning objective. A set of formal rules and interactions embedded in the game needs to be followed in order for learners to achieve the relevant learning objectives. Conversely, drama-based EduTechRPGs are based on informal rules and open dynamics; therefore, there is not a unique way to achieve the desired learning objec- tives. This will depend on the specifi c situation in terms of aims and peculiarities of dynamics occurring among people involved in the specifi c game scenario. With regard to the second dimension, EduRPGs are substantiated by the use of two main technological systems. One allows a virtual extension of traditional face- to-f ace psychodramatic mechanism and experience that is transposed to a digital setting (see Chap. 1) . A second technological approach permits the production of “artifi cial” micro-worlds based on computer-simulated, formal models about social and psychological phenomena. We will refer to the former dimension and to the EduRPGs that predominantly exploit it as Communication Technology (ComTech) and Simulation Technology (SimTech) based. Characteristics, limitations and strengths of the above-mentioned four categories will be analysed in detail in the dedicated chapters. B oth drama-based and rule-based, as well as ComTech and SimTech, educational role-play games (EduRPG) can be characterised by the presence of a real or virtual trainer, also referred to as a backstage agent, as she does not intervene and directly affect the dynamics of the game, although she supports its interpretation and wielding. Conversely, the actors of the game, whether real or artifi cial, represent the on-stage agents because it is only through their choices and actions that the game comes to life. The virtual tutor is an expression of a computational model that embeds and describes a set of rules according to certain soft skills theories that drives the player to a stable training outcome. Indeed, the advantage of this method lies in the fact that it is very low cost, as after an initial phase to familiarise users with the system, it can be used without the guidance of a real trainer, as the system is self-regulated. Participants are offered an opportunity to experience an intense and effective learn- ing experience and at the same time rapidly acquire competences directly applicable to real-life context. Learn to Lead and ENACT are both examples of Simulation Technology-based EduRPGs and, respectively, rule- and drama-based, using an artifi cial backstage agent, that is, an intelligent tutor system that guides and supports players in the learning process. Conversely, drama-based EduTechRPGs that involve the use of the Eutopia plat- form require real agents both on the stage and backstage, where principles of the Introduction vii traditional face-to-face role are maintained and boosted by enhanced ICT systems. Learners’ experiences are fundamentally based on open dynamics; therefore there may not be a unique way to achieve the desired learning objectives. This will depend on the specifi c situation in terms of time and peculiarity of interactions among peo- ple involved in a specifi c scenario, as will be described in detail for Eutopia MT, Proactive and S-Cube projects. On the other hand, disadvantages of this method are represented by high cost and time consumption in organising and managing the complexity of the virtual learning scenarios, as well as interactions among real par- ticipants. In addition, there is the need to involve experienced trainers also skilled in mastering the use of the technological tools and therefore of online role plays. W e believe that the book could be of interest to a wide community, which includes computer scientists and software developers, as well as e-learning special- ists, trainers, psychologists and pedagogists, who should work closely to draw a system of essential educational/psychological principles and its effective and mean- ingful application. The book will serve as a useful guide, based on practical exam- ples, of how training methodologies can be adopted by a wide range of professionals and for a wide range of purposes, such as to enhance traditional training practice, boost participants’ learning experience, heighten participants’ self-awareness and self-confi dence, facilitate knowledge and promote skills, and competencies and per- sonal, as well as group, development. The book will offer a factual support for choosing the most appropriate methodology in the specifi c domain of practice and will suggest effective means for the design of tailored role-playing games for differ- ent training purposes and contexts of application. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule-based and drama-based EduTechRPGs supported by Communication and Simulation Technology models can boost traditional prac- tice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists. Specifi cally for such reason and for supporting the wider audience we intend to reach, we have devised a book that presents relevant theoretical and methodological aspects, together with a large number of examples and experiences, without the burden of several technical details, which are available in the publications refer- enced in every chapter. Chapters 1 and 2 present the background and motivation for editing this book and set the frame within which the project experiences should be considered. In particular, Chapter 1 is focused on the defi nition of what is meant for soft skills in current educational and psychological literature, and the relevance of soft skills in modern society that complements any sphere of human life, whatever is related to personal, social or professional environments. Chapter 2 describes traditional settings and new technologies for role-play implementation. Psycho-pedagogical techniques widely used in psychological, sociological, educational and organisational settings for developing soft skills which will form the ground for the rest of the book will be described. The chapter will conjointly present the current state of the art regarding enhanced learning tech- nology for soft skills training viii Introduction Chapter 3 draws a defi nition of a possible taxonomy of EduRPG from both a technological and educational viewpoint resulting in “rule-based” and “drama- based” and “Communication Technology”- and “Simulation Technology”-based EduRPGs. Their characteristics, strengths and limits, and potential preferable con- text of applications, will be also explored. This chapter will also introduce the pro- posed taxonomy, based on the results and experiences from several European projects, described in the dedicated following chapters. The core elements of such a methodology are the gaming experience, the presence of feedbacks from the system (either from real or virtual tutors), the modelling of relevant psychological and ped- agogical theories and the creation of an adaptive profi le of learners. Chapter 4 will be dedicated to the description of Eutopia, an example of drama- ComTech-b ased EduRPG that embeds role-play methodology as a psycho- pedagogical approach and takes inspiration from the MMORPG technology, that is, the massively multiplayer online games. The multiplayer authoring platform has been employed for the design of role-play games for the training and the develop- ment of soft skills employed in different EU projects, such as Eutopia MT, Proactive and S-Cube. Project-related experiences of the use of the platform will be also pre- sented and discussed. Chapter 5 will describe ENACT, a drama-SimTech-based EduRPG, based on a single-player 3D role-play game intelligence-based tool to train and assess the user’s negotiation and communication skills in realistic scenarios during the interac- tion with artifi cial agents, for schools, enterprises, professional training and sport contexts. Chapter 6 will be dedicated to the description of the DREAD-ED project that resulted in the development of a multiplayer ComTech-rule-based EduRPG for training communication, problem-solving and group decision-making skills of a team that works for crisis management in order to promote effective management situations in the context of disaster. Chapter 7 will describe experiences derived by the EU project Learn to Lead that represents an example of Simulation Technology- and rule-based EduRPG for use in SMEs and small government offi ces for the development of effective leadership and management applied to team leadership. Lastly, some tentative conclusions are drawn to examine strengths, limitations, similarities and differences between the EduTechRPG tool and experiences for training and developing soft skills that have been outlined throughout the chapters of the book. The games and many of the project outcomes presented in the book, as well as supporting materials, are available at “ h ttp://softskillsgames.net/ ”. Contents 1 Soft Skills ................................................................................................... 1 1.1 Soft Skills, Beyond the Concept of Intelligence ................................ 3 1.1.1 Multiple Intelligence .............................................................. 5 1.1.2 Other Concepts to Defi ne Soft Intelligences .......................... 7 1.2 Nature of Soft Skills ........................................................................... 9 2 Traditional Settings and New Technologies for Role-Play Implementation ......................................................................................... 19 2.1 Role Play in Traditional Settings ....................................................... 22 2.1.1 Role Play in Digital Environments ........................................ 26 2.2 Digital Role-Playing Games .............................................................. 27 3 Methodology and Design of Technologically Enhanced Educational Role-Playing Games for Soft Skills Training .................... 39 3.1 Gaming Experience and Education .................................................... 40 3.2 Fundamental Concepts and Structure of EduTechRPGs ................... 42 3.2.1 Narrative Structure and “Mise en Scène” .............................. 43 3.2.2 Assessment and Tutoring of Learners .................................... 44 3.3 Analysis and Design Principle of EduTechRPGs .............................. 47 3.3.1 Teaching and Learning Should Be Intrinsic to the Game ...... 48 3.3.2 Educational Games Should Follow the Same Game Design Principles as Entertainment Games ................. 49 3.4 Technological and Psycho-pedagogical Dimensions in EduTechRPG Design ..................................................................... 50 3.4.1 Modelling of Relevant Psychological and Pedagogical Theories ...................................................... 51 3.4.2 Assessment Design and Techniques ...................................... 57 3.5 Conclusions ........................................................................................ 61 ix x Contents 4 Eutopia: Transferring Psycho-pedagogical Role Play to the Multiplayer Digital Stage ............................................................... 63 4.1 Multiplayer RPG Games .................................................................... 63 4.2 The Eutopia Platform: Communication- Technology Dimension ...... 65 4.2.1 Trainers .................................................................................. 65 4.2.2 Learners .................................................................................. 69 4.3 Methodological Aspects ..................................................................... 71 4.3.1 Gaming Experience ................................................................ 71 4.3.2 Modelling of Relevant Psychological and Pedagogical Theories ...................................................... 74 4.3.3 Feedback, Debriefi ng and Back-Stage Agents ....................... 75 4.3.4 Blended Methodology ............................................................ 76 4.4 Results and Experiences .................................................................... 77 4.4.1 Negotiation and Soft Skills in SISINE and SINAPSI ............ 77 4.4.2 Confl ict Management in Eutopia-MT .................................... 80 4.4.3 Proactive ................................................................................. 82 4.4.4 Entrepreneurship Training in S-Cube .................................... 84 4.5 General Remarks ................................................................................ 86 5 ENACT: Virtual Experiences of Negotiation .......................................... 89 5.1 Theoretical Background and Psycho-pedagogical Modelling ........... 90 5.1.1 Negotiation Concept Adopted Within ENACT ...................... 91 5.1.2 Psychological Modelling ....................................................... 91 5.2 Design of the ENACT Platform ......................................................... 93 5.2.1 Psychological Model Implementation and Behavioural Indicators .................................................... 93 5.2.2 User Representation and Avatars ........................................... 94 5.2.3 The Visual Interface and Game Dynamics ............................. 95 5.3 Assessment in ENACT....................................................................... 97 5.3.1 Tutoring System ..................................................................... 99 5.4 Results ................................................................................................ 99 5.4.1 Training Need Analysis .......................................................... 99 5.4.2 Pre-validation Testing Data .................................................... 100 5.5 User-Centred Approach and Flexibility ............................................. 102 6 DREAD-ED: Improving Communication Skills in Critical Situations ................................................................................. 105 6.1 A Game Designed to Teach Disaster Communication ....................... 106 6.2 DREAD-ED Game Description ......................................................... 109 6.2.1 Game Parameters ................................................................... 110 6.2.2 Game Loops ........................................................................... 111 6.2.3 Avatars and Chat System ....................................................... 112 6.2.4 Resources ............................................................................... 112 6.2.5 Actions ................................................................................... 113 6.2.6 Roles ...................................................................................... 114