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Di Ferdinando, M. Schembri, M.L. Nigrelli, O. Miglino Institute of Cognitive Sciences and Technologies C.N.R GACET’11 Rome, Italy 17-18 november 2011

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Page 1: Paper m schembri_17-11

Di Ferdinando, M. Schembri, M.L. Nigrelli, O. Miglino

Institute of Cognitive Sciences and Technologies

C.N.R

GACET’11 Rome, Italy 17-18 november 2011

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Outline The Learn To Lead project: design of a game for

training leadership skills

Introduction to the Learn to Lead Game

Serious game desing: doing it the right way

How agent-based modeling helped ?

Conclusion

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Learn to lead project EU project (Leonardo da Vinci programme)

goal of Learn to Lead: design, implement, and test a novel, online approach to training in team leadership

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Why the Full Range Leadership theory Knowledge structured into a logical system

Easly “translatable” into behavioral patterns

Empirical evidence

Leadership style Assessment tools available (MLQ questionnaire)

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Introduction to the Game

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Serious game desing: doing it the right way When setting out to build an educational game there

is very little guidance on how to ensure that the game has the desired effect on learning

….but entertainment games are excellent at motivating people to learn skills that are necessary to advance in the game

Learning should be intrinsic to the game play

Make the mechanics of the game mapping directly to the learning outcomes (Habgood, 2007)

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Example If a game is intended to teach multiplication, the core

mechanic of the game should involve the players engaging in multiplication

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How agent-based modeling helped

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Conclusion Agent-based simulation helps incorporating complex

knowledge into educatioinal games in a way that makes learning intrisic to the gameplay

The game mechanics and learning programme become much more difficult to design

Acknowledgements This work was carried out as part of the “Leonardo” project “Learn to Lead” Funded by the EU Lifelong Learning Program