Agent-based methodology for serious games in social fields
1. AN AGENT BASED
METHODOLOGY TO DESIGN
SERIOUS GAME IN SOCIAL FIELD
Manuel Gentile, Dario La Guardia,
Valentina Dal Grande, Simona Ottaviano,
Mario Allegra
National Research Council of Italy
Institute for Educational Technology
Palermo - Italy
2. Entrepreneurship Education at School in
Europe National Strategies
Eurydice. Entrepreneurship Education at School in Europe National
Strategies, Curricula and Learning Outcomes, 2012.
3. European Entrepreneurship Education
Strategies
Integrate the Entrepreneurship
Education with the curricular activities
Fostering a methodological approach
oriented to the development of
entrepreneurial skills and competencies
Measuring the effectiveness of the
entrepreneurship education programs
4. “I can ... I cannot ... I go!” Rev. 2
PNPV project
Integrate the
Entrepreneurship
Education with
the curricular
activities
“PNPVillage”
serious game
Fostering a
methodological
approach oriented to
the development of
entrepreneurial skills
and competencies
Measuring the
effectiveness of the
entrepreneurship
education programs
PNPV
Entrepreneurial
Potential Scale
Blended
training path
PNPV
Learning
model
6. PNPVillage
to deal with realistic
scenarios
Training and simulation
games
to test their decisions
under controlled
conditions
to progressively
increase their
understanding of the
simulated
system/process
8. Agent Based approach to design
Training and Simulation Games
ABSS
• to cope with a complex
environment similar to
real social systems
ABSG
• to check the
educational
effectiveness of the
model
10. Design of Training and Simulation
Games
Data
gathering
System/Process
Revision
Data
Comparison
Abstractio
n
Educational
check
Educational goal
Model
Simulation
11. Agent Based Design of Training and
Simulation Games: Educational check
Design
• linking the behavioral
model of each agent with
well know models
• validating the emergent
behavior of the system by
means of a comparison
with theoretically valid
models at the aggregate
level
Test
• comparing the
discovered behavioral
model with the simulation
model
12. PNPV Learning model
Business
organization
Strategy and
market
segmentation
Marketing
policies and
product
positioning
Food service
and staff
management
Corporate
Social
Responsibility
Wellness and
sports
facilities
21. The teacher as learning facilitator: role
and support tools
22. The teacher as learning facilitator: role
and support tools
23. The teacher as learning facilitator: role
and support tools
24. Some numbers of the trials..
4 country (Italy, Spain, Finland and Slovenia)
5 languages (game and educational
resources)
more then 400 students involved in the survey
on entrepreneurial potential
more then 120 students involved in the serious
game trial
about 50 educational forms
more then 2000 hours of in class activities