DIGITAL LIBRARY
A METHODOLOGY FOR SOFT-SKILLS IMPROVEMENT VIA GAME DEVELOPMENT INTENSIVE PROJECT
1 University of Lodz (POLAND)
2 ISPGaya (PORTUGAL)
3 DKIT (IRELAND)
4 CENTRIA (FINLAND)
5 AP Antwerpen (BELGIUM)
About this paper:
Appears in: EDULEARN20 Proceedings
Publication year: 2020
Pages: 5467-5474
ISBN: 978-84-09-17979-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2020.1433
Conference name: 12th International Conference on Education and New Learning Technologies
Dates: 6-7 July, 2020
Location: Online Conference
Abstract:
Nowadays, the need for well-developed soft skills in students and graduates is in high demand. The problem of communication between partners from different disciplines is a good example. The ‘technical’ people and ‘the others’ have many difficulties when working on the same project. Computer Science is usually an applied science i.e. the specialists usually prepare solutions for other disciplines. Thus, the demand for soft-skills competencies is even more important in the case of technical areas like Computer Science. Many curricula care mostly about technical competencies and usually minimize interpersonal ones. In the frame of the Erasmus+ project called Genius, our group prepared a methodology for the improvement of soft skills in students. The approach is directed to a bachelor's or master's degree students from different study programs.

As the method is built around games development and gamification the students with basic programming skills are needed. Moreover, there is a demand for students from different areas like management, tourism, language programs, etc. The approach is divided into two main phases, one can be done via distance learning and focuses on area level competencies like programming, service design, methodologies of assessment of project potential, e.g. canvas model, and others. Then students work in an interdisciplinary team on the development of game prototypes. Additionally, as the global community cooperation is based on English language skills it is suggested that the students should represent many different countries and cultures, this increases international and intercultural communication. The paper presents the didactic methodology i.e. the main assumptions and planned outcomes, the didactical process, and its phases as well as an assessment of the results obtained.
Keywords:
Soft-skills development, gamification, game development intensive project.