L2L European Project: a Serious Game for Leadership Training
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Otros documentos de la autoría: Pérez Ara, María Ángeles; Quero, Soledad; Botella, Cristina; Bretón-López, Juana; Baños, Rosa Maria
Metadatos
Mostrar el registro completo del ítemcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
comunitat-uji-handle3:10234/8636
comunitat-uji-handle4:
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Título
L2L European Project: a Serious Game for Leadership TrainingAutoría
Fecha de publicación
2011Editor
Virtual Reality Medical InstituteISSN
1784-9934Cita bibliográfica
Journal of Cybertherapy & Rehabilitation, 4, 2, p. 307-308Tipo de documento
info:eu-repo/semantics/articleVersión de la editorial
http://journalofcybertherapy.webs.comVersión
info:eu-repo/semantics/publishedVersionPalabras clave / Materias
Resumen
Effective leaders manage the underlying group dynamics
in ways that help the team meet its objectives. Leaders
need people management skills, resource management
and organization. Despite the offer of leadership ... [+]
Effective leaders manage the underlying group dynamics
in ways that help the team meet its objectives. Leaders
need people management skills, resource management
and organization. Despite the offer of leadership skills
training programs, effective and valid training in these
areas is scarce and it is usually available only in master
programs of high quality or large corporations. The
Learn 2 Lead (L2L) Project consortium has designed and
developed a leadership skills training online game that
aims to increase the availability of these programs as
well as give people a more active role in the learning
process. The aim of this work is to describe both the serious
game and the research design to be user in order to
test the efficacy of the game in leadership training. The
training is going to be applied in two different modes: 1)
online self-administered mode; and 2) blended mode. A pilot study and a large scale trial will be carried out to
test this game and to compare the differential efficacy
between these two training modes. Future results from
these studies will provide empirical evidence about the
validity and utility of new technologies, specifically serious
games, in leadership skills training. [-]
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info:eu-repo/semantics/openAccess
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