Social Seducement Newsletter #1 Portada de
Transcription
Social Seducement Newsletter #1 Portada de
OCTOBER, 2015 NUMBER 1 In this issue 1 Social Seducement Newsletter #1 2 About the project 3 What is the Social Seducement Game? 4 What is involved? 5 Consortium 6 Activities and results so far 7 Guide for developing the game 8 Report on target need analysis 9 What´s next? Designing an online role-play game to develop, enhance and promote social entrepreneurial skills Social Seducement Newsletter #1 Portada de Noticias de los empleados Welcome to the first issue of the Social Seducement newsletter! In this first issue, you will be presented with general information about the project and our consortium. We will also provide you with an overview on the activities conducted during the first year of life of the project, and the results achieved so far. About the project The Social Seducement project is co-funded by the European Commission in the frame of the Erasmus plus programme and running for 3 years (September 2014 to August 2017). It aims to develop the key competences and skills of adults with disadvantages, and in particular unemployed adults, to help them start up a collaborative enterprise. Our approach is to set up an educational process, which mobilises unknown or hidden capacities via an empowering learning process: We will do this by: Designing an online role-play game to develop, enhance and promote social entrepreneurial skills Enhancing collaboration among training centres, employment agencies, social economy enterprises to test the Social Seducement online roleplay game Establishing a European network of facilitators who will have the mission to a) guide unemployed learners through the social seducement game, supporting and mediating their learning process and b) promote the use of the Social Seducement game in Europe to foster the acquisition of social entrepreneurship skills in an innovative way. With Social Seducement we aim to strengthen the cooperation between education and training, work and the social economy, non-profit and voluntary sectors, in a EU dimension, Social Seducement to maximise impact on individuals and our game. SOCIAL SEDUCEMENT NEWSLETTER PAGE 2 What is the Social Seducement game? A serious online role play game: • Aims to train people with disadvantages, and in particular those long term unemployed, to start a collective social economy enterprise • Aims to train some key soft skills (interpersonal skills, ability to organise, learning from experience, problem solving, strategic thinking…) as well as some key hard skills (governance, budgeting, etc). Will lead to: • Social Seducement aims to train people with disadvantages, and in particular those long term unemployed, to start a collective social economy enterprise • • At least 180 participants being trained through this online role play game 20-30 new business plans being created. 40 facilitators (game masters) being engaged and trained, and connected through a network What is involved? • Players play in groups and complete the game in between 2 to 8 weeks • Each takes on a (business) role (and picks an avatar) to play throughout the game • Together and individually they work through six ‘modules’ or levels. The business canvas model serves as the training’ tool’, and the game ends with a completed business plan. o The social economy, o Governance and HR, o Value proposition, customer segments, revenue streams o Customer relationships and channels o Key activity, key resources o Horizontal learning topics are social and economic impact (including empowerment and inclusion issues) • Each of these stages has to be completed by the group as a whole. Completed sections can be re-surfaced and improved at any stage. • Learning is supported by stories from real social entrepreneurs, illustrating both successes and tricky situations (as well as how those entrepreneurs overcame them). • Learners will also have access to external material to aid their training. There will be missions associated to each ‘level’ that take the players into ‘real life’ to test their ideas. Random events will complicate / introduce challenges into the group’s process of setting up their business. SOCIAL SEDUCEMENT NEWSLETTER Consortium The Social Seducement Consortium is composed of organisations of different nature (active in the social economy field, with expertise in training and or e-learning, with expertise in game design and development) to guarantee all the dimensions dealt with by the project are properly tackled. Coordination: The Tavistock Institute of Human Relations (UK) Business advisory: Coompanion Gothenburg (SE) IT support: Ecobyte Techonlogy (IT) Social economy: Reves (European Network of Cities and Regions for the Social Economy) - BE, Le Mat (IT) Gane design and Pedagogical model: Universidad Internacional de La Rioja (UNIR) - ES Activities and results so far Since September 2014, when the Social Seducement project was launched, the consortium has engaged into research and consultation activities with stakeholders (traning agencies, employement centres, social economy actors, game designers) in order to: a) identify the needs of the target group of the Social Seducement Online Roleplay game and b) gather all the necessary input and information to proceed with the design of the game concept. The two main outcomes achieved with these activities are: the Guide for developing the game and its environment (Intellectual Output 1 of the project) and the Report on Target Needs Analysis (Intellectual Output 2 of the project). Their full version is downloadable from our website www.socialseducement.net. Guide for developing the game and its environment The guide aims to present the results of desk and field research conducted on trends and practices in online gaming for learning and on the potential needs of the future players of the game as well as the game concept workflow that will concretise into the Social Seducement online role play game in a further project phase. The results of desk research about trends in online games for learning suggested that Social Seducement is addressing an area (social economy and social entrepreneurship skills development) still covered to a limited extent, in that most of the analysed studies and practices cover areas mainly related to formal education and corporate training. PAGE 3 SOCIAL SEDUCEMENT NEWSLETTER In addition, it suggests that using games to support learning processes has a strong potential to support motivation and engagement much more than traditional training would, provided that the game is so designed to immerse the player in a fascinating environment, where s/he can experiment virtually real life situations, with a new digital identity (avatar) and can make mistakes as this will not have any implication in real life. Enhancing the social dimension in the game (through interaction and team work) is also key, and a particular effort will have to be placed on the way the game and the learning content interact so that the player/learners is aware of the fact that s/he is learning, but is motivated to do so as the game keeps her/his engagement high until the game is over (and learning is completed). The results of desk research on practices (projects and online games for learning relevant to the social economy field) also provided some interesting inputs for the design of the game concept, particularly with reference to: the use of storytelling as a strategy to support learning processes while using the game; the suggestion to adopt incremental learning processes to match the learning needs associated with the training path and the technical needs of the game; the use of random events to keep players active and motivation high in standby situations; the key role played by the facilitator, that will be the “game master” and support and mediate the learning process of learners, both at individual and at group level. Further elements emerging from the analysis of cases can be summarised as follows: Desk and field research results, coupled with internal consultation among partners, led to the establishment of the following requirements for the Social Seducement game: • Being developed in the frame of the Social economy and aimed to develop social entrepreneurship-related skills, the Social Seducement game will address long term unemployed adults aged 18+ with the aim to make them social entrepreneurs and help them starting up, through a collaborative and collective exercise, a social cooperative. • The Social Seducement game is a learning game, it does not want to compete with the game industry (nor has the resources to do so). The game will be the “window” through which learners/players will be engaged in a learning process in a motivating way. • In order to allow experiential learning and at the same time ensure engagement, the game will be designed around stories of real social entrepreneurs that the players will have to revisit, taking their own decisions and responsibilities to reach success. • The stories will be so designed and articulated to let players learn how to build a business plan for a social cooperative. PAGE 4 SOCIAL SEDUCEMENT NEWSLETTER • Players/learners will not be alone in playing the game: they will be supported by a virtual facilitator (and game master) who will mediate their learning process and help them achieve their learning goals. • The facilitator will virtually support players, as the game will be played online. Players will play individually and mostly in groups as the collaborative and collective dimension is key in the social economy and in the learning processes associated to becoming a social entrepreneur. • Although it is proven that the more immersive is the experience, the more chances the game has to be successful, in Social Seducement it will not be possible to develop a 3D environment with the available resources. However, taking inspiration from similar successful games in the field, a captivating graphical layout will be used to depict the different situations that the players will have to face within the stories. • Players will have the possibility to choose an avatar and their role within the social entereprise they want to set up. • Players will be stimulated to work together to achieve the goals of the game. • Random events will be introduced in the game to be used when the player gets in a standby situation determined by its incapacity to choose the right answer. This will give players the illusion to keep on playing and facilitators the possibility to drive players to the correct choice. • Step-by-step incremental learning is a good solution to merge the learning needs and the technical design needs of the game: building the learning process through steps/stages will allow the player to pass from one level to the next only when the knowledge and skills associated with the prior level are demonstrated. • The game will lean on a LMS platform (Moodle) through which all training activities will be performed and facilitators will be able to manage and monitor the learning progress of players. • Given the specific nature and needs of the Social Seducement action, the game will be played locally, although virtually, at least in the piloting phase. This depends on the need to train learners on specific legislations related to social cooperatives that differ from one country to the other. For details about the game concept design and the functional analysis of the game, and to get more information about the desk and field research carried out, please consult the full version of the report available at www.socialseducement.net. Please note that the report is downloadable in full or in single parts so articulated: Part 1 dealing with the results of desk and field research; Part 2 presenting the game workflow design and Part 3 introducing the functional analysis of the game. PAGE 5 SOCIAL SEDUCEMENT NEWSLETTER Report on Target Needs Analysis Our second intellectual output report analyses the training needs of the Social Seducement target group – disadvantaged people, with a particular focus during the project on those in long-term unemployment. Our desk research has shown that collective social economy enterprises can address some prevalent barriers to employment for disadvantaged people, by promoting cooperation and team work, contribution of individual competences to a group effort, focus on human being and related principles of solidarity and mutual support, meeting the specific needs of a community, being partners of civil society and local or regional authorities social economy enterprises. Therefore, for people with disadvantages, including those who are longterm unemployed and contemplating starting their own business, collective entrepreneurship can be a precious option. However, often this requires training to address some of the challenges they might face (such as lack of confidence or knowledge, e.g. about accessing financing). As our Guide to Game Development shows, serious online role play games in particular can offer empowering simulation of the entrepreneurial process in a safe, risk-free environment. These findings from the literature are confirmed by our survey which suggests a strong potential of serious games by promoting curiosity, creating less resistance to express opinions due to the use of avatars and providing opportunities to practice collective decision-making without real risk-taking. However, our survey also shows that even at the level of content there is rather scarce supply for this demographic in the countries covered by the Social Seducement project, including a dearth of serious games that are publically accessible and free. A particularly striking result of our survey was the perceived discrepancy among respondents of the topics that should be covered by a serious online role play game to train unemployed people in becoming social entrepreneurs and the supply of related training provision locally: • In terms of competences considered most relevant for setting up and running a social economy enterprise, Our respondents considered soft skills such as planning and goal setting (56.5%), problem solving (54,1%) and strategic thinking (51.8 %) as the most relevant, closely followed by ability to make decisions. Yet local training provision on these appears to be low. • In terms of general professional competences, interpersonal skills (e.g. capacity to work in team, empathy, capacity to listening …) are considered as the most relevant by four out of five respondents, followed by the ability to organise (e.g. self-organise and organise teams and activities) selected by about 70% of respondents. These are considered far more important than the more hard or technical business skills, such as “understanding and monitoring the business environment” (selected by about one out of two) and digital skills (one out of five). Once again, the local provision for the soft skills mentioned is quite limited. Thus, covering this training need is especially relevant. This is the case independent of country context. PAGE 6 SOCIAL SEDUCEMENT NEWSLETTER The key approach of the Social Seducement online role play game, based on experiential learning in groups, is therefore supported by the primary research we carried out. Because of the very nature of the game (a group game played in the online space), target group and subject matter, playing the game will require a facilitator. This is corroborated not only by our review of other SORPG but also by our survey and focus group interviews where respondents felt that a facilitator / moderator to help people play the game was the third most important factor for engaging people into playing (45.2 % of survey respondents rating this item as one of the top three engagement factors). Our facilitator competence portfolio lists the range of competences (and levels) that this role requires, and can be accessed in full in the report on this intellectual output. The Social Seducement survey is still live: please contribute to our growing knowledge base on the potential of serious games for labour market access of people with disadvantages: https://www.surveymonkey.com/r/HC6FC2F. What’s next? In the coming months we will focus our activities on the development of the game and on the design of the training materials supporting the learning process within the game More information about these key activities of the project will be available in the next issue of the Social Seducement newsletter! Unsubscribe: If you do not want to receive “Social Seducement Newsletter”, please write to: research.ucc@unir.net PAGE 7