Educational Games For Soft Skill Training In Digital Environments


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Educational Games for Soft-Skills Training in Digital Environments


Educational Games for Soft-Skills Training in Digital Environments

Author: Elena Dell'Aquila

language: en

Publisher: Springer

Release Date: 2016-12-14


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The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists.

Educational Games for Soft-Skill Training in Digital Environments


Educational Games for Soft-Skill Training in Digital Environments

Author: Elena Dell'Aquila

language: en

Publisher: Springer

Release Date: 2016-01-07


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The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologist.

Artificial Intelligence—Based Games as Novel Holistic Educational Environments to Teach 21st Century Skills


Artificial Intelligence—Based Games as Novel Holistic Educational Environments to Teach 21st Century Skills

Author: Spyros Papadimitriou

language: en

Publisher: Springer Nature

Release Date: 2025-01-20


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This book offers a visionary look at how AI can promote learning for modern skillsets by examining the fusion of AI, prosocial gaming, personalisation, ethics, and education. The book introduces the EPATHLO Suite, a novel AI platform that personalises both educational content and gameplay, creating tailor-made learning experiences and entertainment for each student. By blending personalised games with education, these AI-driven environments make learning more dynamic and enjoyable, while focusing on prosocial behaviour development, encouraging cooperation, empathy, and ethical understanding. It also provides roles for human teachers, as content creators of the EPATHLO Suite authoring tool. The book highlights the importance of twenty-first-century skills—such as critical thinking, collaboration, communication, and creativity—while also addressing ethical issues like data privacy (including GDPR compliance). It provides practical AI-driven solutions and reviews relevant literature, offering a comprehensive understanding of these interconnected fields. This book is an indispensable resource for those looking to explore these state-of-the-art topics. It is ideal for academics, researchers, students, educators, game designers, programmers, and professionals in the educational gaming industry who want to understand AI's role in shaping the future of education with games. Whether readers aim to enhance their classroom, develop new learning technologies, or better grasp the evolving technology of educational games with AI, this book offers valuable knowledge and practical tools for success.