Training programmes, seminars and workplace learning courses are widely
used today by organisations of all sizes looking to develop employee
skill sets and build competence in performing different tasks. Many
focus on reducing so-called 'Time to competence' (TTC), the period it
takes for an employee to be proficient in a certain role. The main route
to shorten TTC is a bespoke face-to-face or blended course, which tends
to be resource-intensive - courses cost money and time to set up and
run, and workers often need to miss work to attend them. In addition, it
is widely recognised that a classroom approach to learning is less
effective and engaging than practice-orientated, interactive methods.
'Ideally, if you're trying to train someone to be a project manager
you want them to experience being a project manager and learn the skills
on the job, so to speak. However, it is risky and potentially very
costly for a company to put someone without the right training in such a
position, they could make mistakes or be ineffective,' says Dr Hans
Torvatn, a senior research scientist at the Institute of Technology and
Society (SINTEF) in Norway.
But what if they could take on the role of a project manager,
experience the challenges of the position, make mistakes, learn from
them, and try again?
That is the thinking behind a project managed by Dr Torvatn to
develop a game-based approach to training using virtual reality (VR)
environments and simulations to quickly and cost-effectively teach
knowledge workers new skills. Called 'Transformative, adaptive,
responsive and engaging environment' (
TARGET),
the project is focused on methods and tools for cost-effective dynamic
competence development, with flexible learning contexts of varying
complexity and longevity. TARGET has a budget of EUR 9.4 million, with
funding of EUR 6.8 million from the European Commission. The consortium
involves 15 partners from 11 European countries.
Although games, VR and simulations are already well established
training tools, they have mostly been used to date to teach people
specific technical skills or enhance existing ones through practice.
'For example, there are training simulators for doctors who perform
surgery to improve their dexterity or for resource managers to practice
planning, but in TARGET we are focusing on what could be described as
"soft skills" or higher cognitive skills, things like negotiation,
trust-building, leadership and communication,' the project manager
explains. 'TARGET is built on modern approaches to pedagogy and
learning, especially ideas on personalised learning and learning plans,
where Threshold Concepts play a key role. One may perceive a Threshold
Concept as a gateway in a particular knowledge domain, which once
mastered, leads to emergent new knowledge as the individual's
understanding is expanded and they are transformed into thinking like a
practitioner.'
The approach addresses several key learning challenges, including
taking into account that each learner is a unique individual, with
different cognitive abilities, emotional intelligence, personality,
knowledge and experience. Therefore, Dr Torvatn says, it is not feasible
to develop a single solution tailored to all learners, but rather it is
necessary to support mass-individualisation. The problems are
exacerbated by the need to retain the capacity to handle unpredicted
events, meaning that at least some of the learners/managers in an
organisation need to attain novel ways of understanding and the ability
to think with different perspectives.
For the trainee, learning begins by logging into the TARGET platform
and undergoing an analysis to determine their learning goals and build a
personalised learning plan. They are then offered a range of different
stories or scenarios to choose from, in each of which they take on a
specific role that they play out as an avatar in a virtual reality
environment. The project team have so far designed three scenarios -
'stakeholder management' (SM), 'sustainable global manufacturing' (SGM)
and 'social architect' (SA) - under which the system was evaluated with
engineering, project management and business school students.
What would you like to learn today?
If a worker needs to develop interpersonal skills for conducting
business in highly dynamic, complex and demanding social environments,
for example, they might be guided to play the role of an energy company
manager negotiating with a town mayor, a farmer and an environmental
campaigner about the installation of a wind farm.
If they need to develop leadership abilities and build experience in
managing multi-cultural business relationships they might take on the
role of a manager charged with putting together a team for a new
project.
Or if they need to develop long-term critical and strategic thinking
skills, they might play as a sustainability manager attempting to draw
up a sustainable global manufacturing strategy for a medium-sized
company, where the CEO supports the strategy but the rest of the key
stakeholders do not.
'As part of the total evaluation efforts the three scenarios have
been evaluated in trials by different project partners involving more
than 60 participants across Europe. However, evidently many different
scenarios are possible depending on the needs of the employer and the
employee,' Dr Torvatn says. 'The training they receive is interactive,
engaging and highly personalised to their requirements, depending on the
skills they need to develop for the job they plan to perform.'
Within each game, the roles and attitudes of different 'Non-player
characters' (NPCs), along with other factors, can change dynamically to
meet specific requirements - such as becoming more confrontational or
delaying tasks within a project. A 'Competence performance analyser'
(CPA) looks at each player's performance during the game and scores them
on different skills. When the session is finished, the CPA gives them
visual feedback in the form of video playback of what they did,
correlated with their scores on a timeline, therefore supporting the
necessary reflection for learning. Players are also able to interact
with other participants and share experiences in a VR social space
called the 'Lounge'.
'Players can play the games as many times as they like. They can try
different strategies, make mistakes, reflect on them and learn from
them. In that way they learn from experience - it's a case of practice
makes perfect,' Dr Torvatn says.
The main problem that the TARGET team had to overcome was to
transform theories of learning into models that software developers
could use to develop the various components, and then integrate them
into a total system. There were also other technological challenges,
such as enabling dialogue between players and NPCs and the
personalisation of stories tailored to the individual's learning needs.
'The system is a prototype and some features undoubtedly require
more work,' Dr Torvatn acknowledges. 'However, there is a lot of
interest in the platform, and especially in this approach to reducing
time-to-competence for knowledge workers, particularly as using VR and
games in this way is considerably less expensive and time-consuming than
devising personalised real-world training programmes.'
Several of the project partners plan to continue work on the
platform now the project has ended and the team are interested in using
the technology commercially to design game scenarios for companies to
train workers to meet their specific business requirements.
'In the future, this approach to training and skills development is
likely to become more widespread. If you look at the younger generation
of workers and workers now entering the workforce, they are very
accustomed to playing games and to this style of learning. They won't
just need this sort of interactive, personalised training, they will in
fact demand it,' the TARGET project manager says.
TARGET received research funding under the European Union's Seventh Framework Programme (FP7).
Link to project on CORDIS:
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FP7 on CORDIS-
TARGET project factsheet on CORDIS
Link to project's website:
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'Transformative, adaptive, responsive and engaging environment' website
Other links:
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European Commission's Digital Agenda website