مقاله انگلیسی رایگان در مورد بررسی مهارت‌ مدیریت و رهبری با بازی جدی – تیلور و فرانسیس 2022

 

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  PDF
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
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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.

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