"Games and learning come together to maximise effectiveness: The challenge of bridging the gap" Lucia Pannese, Maria Carlesi British Journal of Educational Technology Abstract: The authors are designing and carrying out some training sessions based on serious games with customers from different business environments and with some university student groups, both in northern Italy. Some business case studies are described in this article specifying the context, the training goal, the adopted training solution and the main characteristics of the designed game. Some screenshots are also shown. Furthermore, the authors are carrying out a survey both in the business and the university environment to analyse how the learners perceive these kinds of games in terms of effectiveness, engagement, pleasure, usability and freedom of behaviour while playing. Some results are reported in this paper, and the comparison between students’ and employees’ perception is shown. The questionnaire used can be found in the Appendix.
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"Mettersi in gioco: serious games e apprendimento esperienziale per la formazione in azienda" Lucia Pannese, Maria Carlesi, Laura Riente Bolzano Conversation 2007, March 16th 2007, Bolzano, Italy Abstract: Gli autori presentano alcune esperienze di impiego dei serious games per la formazione in ambito aziendale. Per ciascuno dei case-studies proposti sono illustrati il contesto, l’obiettivo, la modalità formativa adottata e le principali caratteristiche del gioco realizzato. Agli utenti dei case-studies presentati è stato anche sottoposto un questionario di valutazione dei giochi utilizzati. Gli aspetti valutati sono: efficacia, coinvolgimento, gradimento, semplicità d'utilizzo e non invasività. I risultati sono stati analizzati da un punto di vista quantitativo e qualitativo.
"Simulation as Efficient Support lo learning Business Dynamics" Alexander Karapidis, Lucia Pannese, Dimitra Pappa, Mauro Santalmasi, Wolfgang Voltz Abstract: The aim of this paper is to provide insight in the important role simulation technologies can play in the context of effective business process-oriented learning. The gap between business processes and HR carrying out concrete tasks could be bridged by integrating knowledge management and learning needs with respect to business processes. First, the importance between business processes, learning and simulations is illustrated. Second, simulations and their impact for company efficiency is outlined. Third, the benefits of the PROLIX e-simulation are described according to specific requirements out of a business process perspective. A company case study is also presented. The conclusion is that decision support for management under specific performance conditions and the learning environment itself are key elements that contemporary e-simulations bring together for the benefit of work performance and effectiveness as well as efficiency of companies.
"Interaction with Simulation Tools: Analysis of Use Cases" Lucia Pannese, Miriam Cassola, Maddalena Grassi I-KNOW, 29 June-1 July 2005, Graz, Austria. Abstract: This paper is meant to describe a study which is being carried out by a technology company (SME) developing web-based simulation tools together with a specialist in qualitative techniques of measuring the results of a complex (distant) training course. The research starts with the definition of a methodology to work with; it continues with a series of observations and measurements on different groups of users both at university as well as in companies in order to understand how they interact with simulation tools and it will end with a comparison of the collected results between the academic and the business environment. Published by British Educational Communications and Technology Agency, Blackwell Publishing
"Competence Tracking and Automatic Training Design Simulation" Lucia Pannese, Susanna Lenardon, Vito Nitti, Mauro Santalmasi, Valentina Festorazzi LOKMOL 2005, 10-13 April 2005, Kaiserslautern, Germany. Abstract: Skills taught through computer-based simulation are the training solution of the 21 st century for the Knowledge Worker. This same approach is being applied by the authors to the design process of the training itself. An innovative approach to the definition of a Training Schedule is presented starting from a software based Competence Tracking. The idea is to map different training methodologies together with psychological and pedagogical aspects in a software system and to choose the correct mixture and weight of these according to the training objectives of a group of people. The competences of these people are traced and stored in the same system and the gap of competences is computed starting from 'ideal profiles' and from the training objectives. A user modelling system is used to highlight potential differences in the training goals among the group and to obtain a learner oriented knowledge structure.
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