Advertisement

© 2017

Educational Games for Soft-Skills Training in Digital Environments

New Perspectives

Benefits

  • Reports on several European projects created by the authors that explore the uses of technology in soft-skill education

  • Examines both single player and multiplayer games and their uses in soft-skill education

  • Presents a novel training methodology on intelligent tutoring systems and psychological modelling

Book

Part of the Advances in Game-Based Learning book series (AGBL)

Table of contents

  1. Front Matter
    Pages i-xi
  2. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 1-18
  3. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 19-38
  4. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 39-61
  5. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 63-88
  6. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 89-103
  7. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 105-122
  8. Elena Dell’Aquila, Davide Marocco, Michela Ponticorvo, Andrea di Ferdinando, Massimiliano Schembri, Orazio Miglino
    Pages 123-140
  9. Back Matter
    Pages 141-169

About this book

Introduction

This transformative volume examines advances made in soft-skill training, tracing the migration and adaptation of psycho-pedagogical methodology, such as role-playing and psychodrama, to digital and online environments, so called EduTechRPG (Technologically Enhanced Educational Role Playing Game for soft skills training). Chapters review real world examples in which psycho-pedagogical training models were applied to on-line, technology enhanced learning contexts in a broad range of applications and target groups. 
 
Among the featured topics:
- Standard practices for soft skills training.
- From digital games to new training environments for soft skills training.
- A methodology supporting technology enhanced learning for soft skills training.
- Multiplayer and single-player drama based games.
- Multiplayer and standalone rule based games.
 
Trainers, coaches, HR advisors, consultants and psychologists will find Educational Games for Soft-Skill Training in Digital Environments to be a useful tool in understanding how the game categories identified within the volume, rule and drama-based multiplayer and single player games, can support traditional practice for enhancing soft skills.

Keywords

Applying Training Models to Educational Technology Decision Making Educational Games and Training Tools Leadership Negotiation Problem Solving Psycho-Pedagogical Training Models and Educational Technology Technological Approaches to Soft-Skill Training Technology in Soft-Skills Training

Authors and affiliations

  1. 1.Plymouth UniversityPlymouthUnited Kingdom
  2. 2.University of Naples Federico IINaplesItaly
  3. 3.University of Naples Federico IINaplesItaly
  4. 4.Aidvanced S.r.l.RomeItaly
  5. 5.Aidvanced S.r.l.RomeItaly
  6. 6.University of Naples Federico IINaplesItaly

About the authors

Dr.Elena Dell’Aquila is a clinical psychologist with a specialisation in Organisational Psychology and Human Resource Management & Development.

Her research expertise has a strong focus on psychological modelling of soft skills underling role-playing simulation scenarios and development and design of educational and learning methodologies and tools promoting effective users interaction with new technologies, with a particular interest in serious games- avatar based online role play; E-learning through role-play simulations for enhancing soft skills; design and implementation of interactive E-learning objects and development of storyboards to support users’ interaction within the simulation environments. In addition she has expertise in the field of Human Resources Management as assessor and trainer, as she has been responsible for designing and delivering development training and coaching solutions for several organisations and contexts, as well as, identifying, designing and assessing specific interventions to support final users’ needs.   

Dr.Davide Marocco is Associate Professor in Psychometric at the University of Naples with a consolidated research expertise in artificial intelligent and cognitive modelling. His current research is targeted on advanced application of cognitive modelling for the definition and development of novel and innovative procedures for psychological measurement.  In 2013 he was awarded an EU KA3 Lifelong Learning Project, ENACT, for the development of an Artificial Intelligent System for teaching Negotiation. Dr Marocco has produced more than 80 scientific international publications and is member of several scientific committees for international conferences and journals, and has been invited internationally for presenting his research.

Dr.Michela Ponticorvo has a degree in Psychology and a Ph.D. in Artificial Intelligence. She collaborated in many European research projects on education technology at both the Natural and Artificial Cognition Laboratory at University of Naples “Federico II” and at the Institute of Cognitive Sciences and Technologies (ISTC) of the Italian National Research Council (CNR).  

Her research expertise is mainly focused on psychological modelling using Artificial Life and Evolutionary Robotics techniques in the areas of spatial representations and learner-teacher interaction. Moreover she is interested in design and development of educational scenarios using enhanced materials and its application in formal and informal contexts.  She has authored many scientific international publications, also in collaboration with book co-authors.

Dr Andrea Di Ferdinando is a researcher and entrepreneur. His research activity at the University of Naples “Federico II” concentrates mainly on Artificial Intelligence techniques and methodologies and their applications to several domains such as e-Learning, Videogames, Serious Games, and Intelligent Tutor Systems. As an entrepreneur, he co-founded the company Aidvanced s.r.l., with the aim of creating innovative technology-enhanced solutions, applying the methodologies and techniques developed in his research activity.

Massimiliano Schembri has a degree in Psychology and a technical background in computer science. He has a strong experience and expertise in the design and implementation of educational games and simulations in contexts as various as emergency management and business decision making. In 2012 he co-founded a private company Aidvanced with the aim of developing commercial level applications in the field of technology enhanced learning.

Professor Orazio Miglino, full professor at University of Naples, is also the President of Italian Association of Cognitive Sciences and associate researcher at the Institute of Cognitive Sciences and Technologies of Italian National Research Council (ISTC-CNR). Prof. Miglino has coordinated numerous projects in the LLP program both for ISTC-CNR (Learn2Lead, T3, SINAPSI, SISINE) and for University of Naples (EUTOPIA-MT, DREAD-ED).  His research has a strong focus on the following areas: i) development of Neuro-Psychological models with Artificial Life and Evolutionary Robotics techniques; ii) Design and implementation of technologies to enhance cognitive processes (learning, memory, problem solving, decision making, etc.) and support psychological practices (education, training, rehabilitation, entertainment, play, etc.).

Bibliographic information

  • Book Title Educational Games for Soft-Skills Training in Digital Environments
  • Book Subtitle New Perspectives
  • Authors Elena Dell'Aquila
    ‎Davide Marocco
    Michela Ponticorvo
    Andrea Di Ferdinando
    Massimiliano Schembri
    Orazio Miglino
  • Series Title Advances in Game-Based Learning
  • Series Abbreviated Title Advances in Game-Based Learning
  • DOI https://doi.org/10.1007/978-3-319-06311-9
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Education Education (R0)
  • Hardcover ISBN 978-3-319-06310-2
  • Softcover ISBN 978-3-319-79150-0
  • eBook ISBN 978-3-319-06311-9
  • Edition Number 1
  • Number of Pages XI, 169
  • Number of Illustrations 2 b/w illustrations, 28 illustrations in colour
  • Topics Educational Technology
    Learning & Instruction
  • Buy this book on publisher's site