4.3 Article

Development of soft skills competencies through the use of FLIGBY

Journal

TECHNOLOGY PEDAGOGY AND EDUCATION
Volume 31, Issue 4, Pages 417-430

Publisher

ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
DOI: 10.1080/1475939X.2022.2058600

Keywords

Serious game; FLIGBY; soft skills; higher education; leadership development

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The study suggests that the FLIGBY serious game can be used to evaluate and develop students' soft skills in higher education institutions. The findings show a significant connection between the game's assessment dimensions and the fundamental skills required in the twenty-first century. This is particularly relevant for institutions seeking to incorporate and foster soft skills competencies in their curricula.
Traditionally, serious games have been used in the development of hard skills, particularly in technical areas such as health, engineering, defence or the environment. However, they can also be applied in the assessment and development of soft skills, which are increasingly key competencies for an individual in the twenty-first century. In this sense, this study proposes the adoption of the FLIGBY serious game in a higher education institution to evaluate and develop students' skills in this field. The findings indicate a large correspondence between the soft skills fundamental to the twenty-first century and the assessment dimensions recorded by the game. Furthermore, the findings reveal that FLIGBY can be used primarily to develop skills in dimensions such as leadership, conflict management, diplomacy and emotional intelligence. These findings are relevant for higher education institutions that intend to include and foster the development of soft skills competencies in their curricula.

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