2 research outputs found

    Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (ELESS)

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    While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards contributing to this newly emerging field of literature and study, this research paper presents a new model, the e-Leadership and Soft Skills Educational Design Model (ELESS) for assessing the use and constructing the effective design of soft skills and leadership skills in multiplayer learning game environments. The central research question considers: what is the role of e-leadership and how can it be designed and tested in the context of educational games? To address this question, the research paper includes a review of the current literature around distributed (shared) leadership models and presents some examples of studies assessing how leadership is designed, used and tested in available game environments. The paper then presents the ELESS model and validates it within the context of a case study of the Leadership Game. As a result, the ELESS model can be used to test the efficacy of existing games and to inform the effective design of new games that focus upon developing leadership and soft skills

    Online Communities, Gen Y and Civic Engagement: An Investigation of Youth Leadership Development Potential in the Context of Social and Democratic Issues

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    Leadership is an extensively discussed and researched concept in scholarship. A vast amount of literature focuses on adult leadership, especially in a political and organizational context. Adult leadership places emphasis on the role of individual leaders, whilst youth leadership takes a participatory approach. Leadership scholars indicate that this participatory approach to youth leadership, involves young people addressing community concerns and at a civic level, engaging in planning and decision-making. Social participation traits and civic identity are developed during adolescence yet very little research has been undertaken in this area since the 1960s. This suggests that youth leadership is an overlooked research stream. Current studies on Gen Y indicate that this demographic are technologically proficient especially with regard to Web 2.0 tools, but also disengaged from their community. This research project examines the use of online communities to influence the leadership skills of a Gen Y cohort in the context of social participation and civic engagement. In this study a focus group and an online wiki were used to investigate how Gen Y teenagers in Wellington, New Zealand used online communities to develop and exercise their leadership skills through civic and social action endeavours. Results from the study indicate that youth leadership, in an online context, centres on the role of organisers who foster civic participation through online community networks. Thus youth leadership is strengthened through participation in civic and community issues using online communities. Adult perceptions of youth and the low credibility of online communities, as perceived by youth, were found to act as barriers to online youth leadership. The findings highlight the importance of adults acknowledging youth in social participation and civic endeavours. This study extends research in the youth leadership stream and enhances our understanding of Gen Y and their use of online communities
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