مشخصات مقاله | |
ترجمه عنوان مقاله | بررسی مهارتهای مدیریت و رهبری ارتقاء جریان از طریق بازی جدی |
عنوان انگلیسی مقاله | Exploring flow-promoting management and leadership skills via serious gaming |
نشریه | تیلور و فرانسیس – Taylor & Francis |
سال انتشار | 2022 |
تعداد صفحات مقاله انگلیسی | 16 صفحه |
هزینه | دانلود مقاله انگلیسی رایگان میباشد. |
نوع نگارش مقاله | مقاله پژوهشی (Research article) |
مقاله بیس | این مقاله بیس میباشد |
نمایه (index) | JCR – Master Journal List – Scopus |
نوع مقاله |
ISI |
فرمت مقاله انگلیسی | |
ایمپکت فاکتور(IF) |
5.217 در سال 2020 |
شاخص H_index | 49 در سال 2022 |
شاخص SJR | 1.165 در سال 2020 |
شناسه ISSN | 1049-4820 |
شاخص Quartile (چارک) | Q1 در سال 2020 |
فرضیه | دارد |
مدل مفهومی | دارد |
پرسشنامه | ندارد |
متغیر | ندارد |
رفرنس | دارد |
رشته های مرتبط | مدیریت – علوم تربیتی – مهندسی کامپیوتر |
گرایش های مرتبط | مدیریت و برنامه ریزی آموزشی – بازی رایانه ای |
نوع ارائه مقاله |
ژورنال |
مجله / کنفرانس | محیط های یادگیری تعاملی – Interactive Learning Environments |
دانشگاه | Institute of Business Economics, Corvinus University, Hungary |
کلمات کلیدی | بازی های جدی – روان سنجی مبتنی بر بازی – نظریه جریان – سنجش مهارت های رهبری – سیستم یادگیری تطبیقی |
کلمات کلیدی انگلیسی | Serious games – game-based psychometrics – flow theory – leadership skills measurement – adaptive learning system |
شناسه دیجیتال – doi | https://doi.org/10.1080/10494820.2022.2098775 |
لینک سایت مرجع |
https://www.tandfonline.com/doi/full/10.1080/10494820.2022.2098775 |
کد محصول | e17155 |
وضعیت ترجمه مقاله | ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید. |
دانلود رایگان مقاله | دانلود رایگان مقاله انگلیسی |
سفارش ترجمه این مقاله | سفارش ترجمه این مقاله |
فهرست مطالب مقاله: |
Abstract Introduction Theoretical background – serious games and gamification in business education and leadership training Methodology Results: the interrelatedness of flow-promoting leadership skills Discussion Summary and conclusions Limitations and future research Disclosure statement Funding Notes on contributors ORCID References |
بخشی از متن مقاله: |
Abstract The considerable proliferation of serious games (SG) in management education necessitates an academic foundation grounded in the concepts and practice of leadership, Flow, learning and development theory. Going beyond addressing the benefits of SG, this study is the first to demonstrate the successful use of SG in two areas: (a) teaching Flow theory within management studies via dedicated software designed to train a Flow-promoting Leadership style; and (b) showing that SG can serve as an innovative tool for measuring 29 leadership skills. The article demonstrates how non-intrusive data – collected during FLIGBY gameplay by 7931 managers globally, who made 150+ simulated leadership decisions – de facto support the process of leadership skill development. The findings show the system of relationships among the four critical Flow-promoting Leadership Skills that are needed for leading a work environment with more frequent Flow experiences. The results support educators and content developers in their quest to find optimal pathways and combinations for effectively developing skills by showing the underlying complexities of Flow and Leadership. The study contributes to the application of Flow-promoting leadership theory in practice via the help of innovative SG technology. Introduction Since its discovery by Mihaly Csikszentmihalyi (1990), “Flow” research and its application have become ubiquitous in many fields of science, education, and day-to-day life. Flow is the colloquial terminology for what scientifically is known as an “optimal mental state” that can occur during an activity and is characterized by experiencing happiness, meaningfulness, learning and creativity. During the past two to three decades, we have also seen the spread of game-based learning solutions and systems and the proliferation of interactive and gamified learning environments. Whilst details of the general use and the benefits of serious games have been widely published (Buzady, 2017; Pérez-Pérez et al., 2021), our study will briefly showcase the application of an innovative and complex management learning system dedicated specifically to promoting the principles of a Flow-promoting leadership style and of Csikszentmihalyi’s “Good Business’ values (Csikszentmihalyi, 2003). Summary and conclusions We have demonstrated the concrete and effective application of serious gaming technology for the measurement and analysis of leadership skills, including the four that promote a greater Flow experience for employees at work. We show that, beyond the traditional methods of measuring leadership skills (primarily self-assessment via questionnaires and external rating via an assessor), a third method can be effectively used. The key scientific result of the work is the introduction of gamebased psychometrics that can be used to effectively explore complex leadership skillsets and correlations thereof. Virtual stories and decision dilemmas in serious games enable the unbiased, objective collection and reporting of data about gamer decisions. Expert coding and decoding of the underlying patterns of leadership skills and resulting leadership styles and preferences can be used to compare strengths and weaknesses with other players in the same cohort or across larger global populations. The four Flow-promoting leadership skills by Csikszentmihalyi have thus been more deeply explored and empirical support for their interrelatedness has been provided, and a further set of strongly associated leadership skills revealed. |