L2L will last for 24 months and its goal is to design, implement, and test a novel, online approach to training in team leadership, suitable for use in SMEs, small government offices, NGOs etc. The training provided by Learn2Lead is based on an online game. In the game, each learner manages a simulated team of employees (e.g. a team of workers in a bank agency, a post-office or a local government office) which competes against other teams to maximize its objectives (e.g. profit, volume of services delivered, customer satisfaction). An underlying computer model shows the (sometimes unexpected) effects of player’s decisions (e.g. recruitment, training, incentives and disciplinary measures, organizational measures) on the dynamics and efficiency of the team. The system allows the user to experiment with different approaches before competing with other players.Play is asynchronous (players will not be required to be online at the same time). A script-based design facilitates adaptation for use in different professional settings. The game is suitable for use, both for self-learning and for learning in a blended learning environment with the support of a tutor.
Learn2Lead / Miglino, Orazio. - (2009). (Intervento presentato al convegno Learn2Lead nel 08/02/2010).
Learn2Lead
MIGLINO, ORAZIO
2009
Abstract
L2L will last for 24 months and its goal is to design, implement, and test a novel, online approach to training in team leadership, suitable for use in SMEs, small government offices, NGOs etc. The training provided by Learn2Lead is based on an online game. In the game, each learner manages a simulated team of employees (e.g. a team of workers in a bank agency, a post-office or a local government office) which competes against other teams to maximize its objectives (e.g. profit, volume of services delivered, customer satisfaction). An underlying computer model shows the (sometimes unexpected) effects of player’s decisions (e.g. recruitment, training, incentives and disciplinary measures, organizational measures) on the dynamics and efficiency of the team. The system allows the user to experiment with different approaches before competing with other players.Play is asynchronous (players will not be required to be online at the same time). A script-based design facilitates adaptation for use in different professional settings. The game is suitable for use, both for self-learning and for learning in a blended learning environment with the support of a tutor.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.