1 / 53

Presentation Overview

aletha
Download Presentation

Presentation Overview

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. S-CUBE ProjectUsing Online-Role-Play-Games for Entrepreneurship TrainingIreland Game Based Learning Symposium (iGBL-2013) June 06-07, 2013, Dublin, IrelandAlfie Keary1, Paul Walsh1, Déirdre O’Byrne1, Jonathan Moizer2, Jonathan Lean2 Andrea Di Ferdinando3, Luigia Simona Sica41Cork Institute of Technology, Ireland, alphonsus.keary@mycit.ie, paul.walsh@cit.ie2Plymouth University, UK3SynapThink, Italy 4University of Naples, Italy “This project has been funded with support from the European Commission. This publication [communication] reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.”

  2. Presentation Overview • S-Cube Project Background • Quantitative and Qualitative Research • S-CUBE E-MORPG • S-CUBE/EUTOPIA Software • S-CUBE Software Trials #1 • S-CUBE Near Term Developments • Short demo video • Q&A

  3. S-Cube Project Background

  4. What is Social Enterprise (SE) “A social enterprise is an organization that applies business strategies to achieving philanthropic goals”

  5. S-Cube Introduction • S-Cube is a trans-European Leonardo Transfer of Innovation project • Led by Plymouth University • Partners: Naples University Federico II – Italy; CIT- Ireland; GePros – Germany • €265,000 grant for 2 year project • Project aim: On-Line Role Play Training • Develop an On-line role play training experience to enhance soft skills for staff at Social Enterprises (SEs) • e.g. effective communication, leadership, negotiation, decision making, etc.

  6. S-Cube E-MORPG in Action

  7. Quantitative and Qualitative Research Conducted

  8. TNA Outcomes (2/3) Perceived Capability As produced by partners - P. Walsh (CIT) & D. O'Byrne (University College, Cork)

  9. TNA Outcomes • Training scenarios can reflect real life workplace situations • Application of soft skills can help to deliver superior outcomes • The expected result of this on-line training intervention • Enhanced retention of know-how • Leading to the transfer of SS developed on-line to real workplace situations

  10. Wider Applications of S-Cube • S-Cube deliverables will be a reusable on-line training product • Sustainable • Adaptable • Engaging • Training or education applications • Technology can easily be adapted to non-SE applications (Corporate, Education, Schools).

  11. IMPORTANCE

  12. ACTUAL

  13. IMPORTANCE

  14. ACTUAL

  15. Communication skills: IMPORTANCE @ SEs

  16. Soft skills training: IMPORTANCE @ SEs

  17. Role play learning: IMPORTANCE @ SEs

  18. Serious games for learning: BENEFICIAL @ SEs

  19. Role play learning/training with staff participation: BENEFICIAL @ SEs

  20. Training & Learning Delivery

  21. S-Cube E-MORPG

  22. S-Cube Trainer/Master • Engage Options: • Take the role of one of the characters • Act as an invisible stage director • Invisibly observe player interactions; • Access players' “private characteristics”; • Listen to private messages (“whispers”) between players; • Broadcastmessages visible to all players; • Exchange private messages with a specific user; • Activate events, changing the course of the simulation.

  23. Record Session RPS Events Trainer/Master Control

  24. Event Documents Pre-Designed

  25. S-Cube Editor

  26. RPS Creation Editor

  27. Avatar Creation Editor

  28. Character Creation Editor

  29. RPS Events Editor

  30. Sample Event – New Avatar

  31. RPS Survey Creation Editor

  32. S-Cube/EUTOPIA Software

  33. EUTOPIA Background • Psychodrama from the real world to a virtual 3D world • Sica, L.S., Delli Veneri, A., Miglino, O. (2012). Exploring New Technological Tools for Education: Some Prototypes and Their Pragmatical Classification. In Pontes, E., Silva, A., Guelfi, A., Takeo Kofuji, S. (eds.) Methodologies, Tools and New Developments for ELearning, pp. 107-128, InTech Press. • Research developed by Natural and Artificial Cognition Laboratory • (SISINE; Miglino et al., 2007) • http://www.nac.unina.it/nac/

  34. EUTOPIA/S-Cube • EUTOPIA/S-Cube: • Trainer can set up unique games • Intervene during a game • Record specific phases of a game • Annotate recordings and discuss • Game development process: • Select 3D scenarios • Create personae • (Personality, Affect, Goals, Avatar) • Assign each player

  35. S-Cube Software Trials #1

  36. S-Cube Trials Phase #1 • Trials of S-Cube: Germany, Ireland, UK • SE related organisations • General software usability trials • Focus on rapid uptake of the game by novice users • Qualitative Feedback • Emotions • Gestures

  37. Qualitative Feedback - Emotions Emotion Features - Facial Expressions: • Difficulty in seeing facial expressions • Hard to gauge feelings • More focus on graphics for facial expressions • Limited moods in avatar faces

  38. Qualitative Feedback - Emotions Emotion Features – Range & Interface • Additional types of moods • Create more positive emotion expressions • Reacted more to text than visuals of moods and gestures • Takes time to easily use moods • Text indicators of mood status required

  39. Qualitative Feedback - Gestures Gesture Features: • Not easy to use the gestures • Typing and introducing gestures at same time very difficult • Introduce an avatar handshake gesture

  40. S-Cube Development Futures • New updates of the software June 2013 • Trial #1 feedback is being incorporated • S-CUBE and Affective Computing • Integration of wearable and non-wearable sensors • Real-time emotion tracking agent • Real-time gesture tracking agent • Evaluation of highly charged emotional scenarios • On-board soft-skills intelligence on dealing with emotional situations • Emotion prompts and direction to users

More Related