Educational Games For Soft Skills 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.

Methodologies and Intelligent Systems for Technology Enhanced Learning, 9th International Conference, Workshops


Methodologies and Intelligent Systems for Technology Enhanced Learning, 9th International Conference, Workshops

Author: Elvira Popescu

language: en

Publisher: Springer

Release Date: 2019-06-24


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This book is based on the 9th International Conference in Methodologies and Intelligent Systems for Technology Enhanced Learning, which was hosted by the University of Salamanca and held in Ávila (Spain) from 26th to 28th June 2019. Expanding on the topics of the evidence-based TEL workshops series, it provides an open forum for discussing intelligent technologies for learning. In particular, it discusses recommendation mechanisms that enable us to tailor learning to different contexts and people, e.g., by considering their personality; and learning analytics that help augment learning opportunities, e.g., by supporting the adaptation of the learning material. In addition to technologies, it covers methods from different fields, such as educational psychology or medicine, and from diverse communities co-working with people, such as making communities and participatory design communities to help create novel TEL opportunities. Further it describes the use of methods and technologies to investigate and enhance learning for “fragile users”, like children, the elderly and those with special needs. We thank the sponsors: IEEE Systems Man and Cybernetics Society Spain Section Chapter and the IEEE Spain Section (Technical Co-Sponsor), IBM, Indra, Viewnext, Global exchange, AEPIA, APPIA and AIR institute.