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ITAG 2013
17-18 October 2013
Nottingham, UK
Karel Van Isacker, Mariya Goranova
(PhoenixKM BVBA)
Manfred Pretis (Social Innovative
Network)
Prof.Dr.Rumen Stamatov, Dr.
Svetlana Sarijska (Plovdiv University
“Paisii Hilendarski”)

Fostering social
competence through
educational (serious)
computer games
ITAG conference,17-18.10.2013
Nottingham,UK

SGSCC: Serious Games for Social &
Creative Competences
 Despite

the importance of social competence
(SC), its systematic use within school programmes
and vocational training is under-developed.
 SGSCC is a 30 months project dedicated to the
conceptualisation & development of social
competence training related to adult education,
school curricula & professional development.
 Outcomes: A set of training materials on social
competences and creativity using 3D scenarios,
web and mobile games will be created in English,
Bulgarian, German, Dutch, Turkish, Serbian &
Lithuanian.
ITAG conference,17-18.10.2013
Nottingham,UK

Partners
 Plovdiv

University “Paisii Hilendarski” - Bulgaria
 Dr. Pretis – Social Innovative Network - Austria
 PhoenixKM BVBA - Belgium
 VSI Hi.Te.Co. – High Technology for Cooperation Lithuania
 Nottingham Trent University - UK
 İstanbul Milli Eğitim Müdürlüğü - Turkey
 Belgrade Open School (Beogradska otvorena
škola) - Serbia
 INTERPROJECTS - Bulgaria
ITAG conference,17-18.10.2013
Nottingham,UK

STEP1: What are social
competences
ITAG conference,17-18.10.2013
Nottingham,UK

Background
 The

concept of social competence also presents
problems of conceptualisation and assessment
(Waters & Sroufe, 1983)

 Most

authors agree that social competence has
diverse component variables, which may vary
along continuous dimensions, and which is
constructed through social interaction in different
contexts (Topping el al. 2000)
ITAG conference,17-18.10.2013
Nottingham,UK

The importance of social competences
related to employability
 It

has to be emphasised that social competence,
or soft skills themselves, have been identified by the
European commission as one of the key
benchmark indicators proving prosperity and wellbeing in the EU member states (EU 2005).
ITAG conference,17-18.10.2013
Nottingham,UK

Model of social competence
 Social

competence has different subgroups
aimed at achieving different goals in the space of
social life of the self, who lives with others.
 Social competence was examined by two
dimensions:




Intra-subject dimension: self-concept of the
confidence in own abilities, attitudes and behaviours of
reflection on the self - experiences, motives, objectives
pursued by self-regulation and responsibility for their
own behaviour and self-realization.
Interpersonal dimension: cognition, abilities and
attitudes, which provide complete construction of
social relationships based on understanding,
acceptance and respect of others, skills and attitudes
ensuring cooperation and joint problem solving of
responsibility for one's own behaviour and attitude for
others.
ITAG conference,17-18.10.2013
Nottingham,UK

1st Sub-group - Communication
Skills
This subgroup includes:











Ability to initiate conversations
on various topics;
Ability to listen;
Ability to express their emotions
in accordance with the context;
Empathy;
Acceptance;
Respect;
Self-discovery;
Self-presentation.
ITAG conference,17-18.10.2013
Nottingham,UK

2. Sub-group - Cooperation
This subgroup includes:
 Planning and problem solving;
 Standing on a someone else
point of view;
 Following the rules, regulations,
guidelines;
 Recognition of achievement
and merit of others;
 Gratitude;
 Engaging in pro-social
behaviors (promoting, sharing,
comforting, assisting).
ITAG conference,17-18.10.2013
Nottingham,UK

3. Sub-group - The Ability to Solve
Interpersonal Problems
This subgroup includes:
 Definition of the conflict;
 Search for a solution;
 Evaluation of decisions;
 Selection of solution
based on mutual
satisfaction of both parties
( no loss ) and its
application;
 Ability to avoid a conflict;
 Implementation of the
decision.
ITAG conference,17-18.10.2013
Nottingham,UK

4. Sub-group - Self-Esteem
This subgroup includes:
 Linking

success with
their own abilities;
 Not overestimating of
failure;
 Realistic comparisons;
 Acceptance of a
negative feedback;
 Avoid self-destructive
criticism;
 Sensitivity to their own
strengths.
ITAG conference,17-18.10.2013
Nottingham,UK

5. Sub-group – Self-Control
This subgroup includes:
 Pre-consideration

of responses and behaviour;
 Efforts in solving difficult tasks;
 Resistance to temptation;
 Prioritization of objectives;
 Regulation of negative emotions.
ITAG conference,17-18.10.2013
Nottingham,UK

6th Subgroup - Assertiveness
This subgroup includes:
 To

defend their own rights and
beliefs(open expression of
thoughts and feelings);
 Reject unreasonable demands;
 Launch applications/ direct
requests;
 Making decisions without
succumbing to external pressure.
ITAG conference,17-18.10.2013
Nottingham,UK

Definitions of soft employability skills and
attributes (Blades et al. 2012)
ITAG conference,17-18.10.2013
Nottingham,UK

Social competence and creativity in
adolescents/young adults with mild learning
difficulties
Children and adolescents with mild learning
disabilities are more likely to show problems related to
emotional literacy, empathy, perspective taking,
friendship, communication skills, anger management,
interpersonal problem solving and how to be
successful at school or at work (Guralnick, 2004).
 Students with intellectual disabilities may experience
difficulty adequately performing an array of
important social skills, including engaging in
reciprocal interactions, elaborating social
exchanges, adapting to novel social circumstances,
and discerning and interpreting relevant social cues
(p. 179) Carter and Hughes (2005)

ITAG conference,17-18.10.2013
Nottingham,UK

STEP2: Social competences and
computer games
ITAG conference,17-18.10.2013
Nottingham,UK

Why to use computer games (in terms
of educational games) Nygren, (2011)
 Educational










games could

Allow the teenager to geek out
Be a place for peer-to-peer learning
Be a safe-place for messing around
Be an arena to express one’s identity
Let the teenager relate the material in the game to hisor her own life
Appeal to teenagers’ wannabe adult side
Be a place to get challenged and increase self-efficacy
Be a place where the teenager creates his or her own
rules
Be a place where teenagers meet peers
ITAG conference,17-18.10.2013
Nottingham,UK

Little is known about the effect of educational
computer games to promote social
competence
 Margalit

(1995) showed that a trained groups with
the computer program “I found a solution”.
showed increased skills related to different
measures of social competence

 Breen

and Haring (1991) use computer games to
initiate communication between adolescents with
learning difficulties and non-disabled students. The
participants socially initiate more verbal contacts
with peers during exchanges based on computer
gaming than controls.
ITAG conference,17-18.10.2013
Nottingham,UK

Research question
 In

which way can „serious“ (educational) games
be used (for young adults with learning difficulties)
to promote their social competence and creativity

Methodology
 Survey

(online and via focus groups) among 573
stakeholders (family, trainers, teachers, end-user
organisations, etc.) and 300 beneficiaries (young
adults with learning difficulties)
 851 participants made indications of their gender.
53.7 % of them were female, 46.3 % were male.
ITAG conference,17-18.10.2013
Nottingham,UK

Experience with computer games
 Majority

beneficiaries has some experience with
computer games
 Boys report more
experience than
girls
ITAG conference,17-18.10.2013
Nottingham,UK

Access to internet and games
knowledge
 Majority

beneficiaries has access at home,
followed by work and public areas (libraries).
 Most prevalent category:
“I do not know” or
playing “no educational
game”
 In comparison to
commercial computer
games “educational
computer games might not
be known enough”.
ITAG conference,17-18.10.2013
Nottingham,UK

Fostering social competences by playing
educational computer games (stakeholders)






Which social skills might be fostered by educational games?
 Motivation, self efficacy, problem solving
Strengths of educational games in the context of social skills
development for young adults with learning difficulties
 Playing educational computer games is fun
 Peers and friends also play educational games
 Educational games can help the learner to be more
creative and pro-active
Percieved weaknesses
 Not having teacher/tutor/ facilitator who can show how to
play
 Lack of ability to apply those skills -learnt in the game- in
real life
 Lack of availability of computer/tablet/smartphone
ITAG conference,17-18.10.2013
Nottingham,UK

Opportunities of educational
computer games
ITAG conference,17-18.10.2013
Nottingham,UK

Threats of educational computer
games
 Social

isolation
 Giving up other
interests/hobbies
 Addiction
ITAG conference,17-18.10.2013
Nottingham,UK

Narratives (situations) that might be
useful within educational games
 What

to do during
crisis and difficult
situation at work
 Express myself at
work
 Solve conflicts with
colleagues
 Maintain one’s own
opinion
ITAG conference,17-18.10.2013
Nottingham,UK

Necessary computer skills
 Using

the keyboard: 54,6%
 Using the mouse: 51,8%
 Basic computer knowledge:
60,9%
ITAG conference,17-18.10.2013
Nottingham,UK

Usage of educational games within
social skill training processes
 Playing

computer games is very common (for
young adults with learning difficulties), however
educational games are not well known and rarely
used (played)
 Strategically educational computer games should
focus on:
 Motivation, self efficacy & problem solving
 Supporting/monitoring teachers/tutors
 Educational games must:
 Be fun, include social-exchange processes
(mulitplayer) and stimulate creativity
ITAG conference,17-18.10.2013
Nottingham,UK

STEP3: Expected benefits
ITAG conference,17-18.10.2013
Nottingham,UK

Opportunities and expected
effects










To get a job easier
To increase creativity
Optimism will be increased
What do we need to reach this goal?
 research showing efficiency/effectiveness
 computer and internet
Useful narratives:
 Express myself at work
 Solve conflicts with colleagues
 Maintain one’s own opinion
“How I am able as a young person with learning difficulties to
express and present myself in a social adequate way”
ITAG conference,17-18.10.2013
Nottingham,UK

Credits
This presentation is built upon two papers:
 Fostering social competence through educational
(serious) computer games by Prof.Manfred Pretis.
 The model of social competence and SC subgroups are prepared by Prof.Dr.Rumen Stamatov,
Dr. Svetlana Sarijska and Mariya Goranova.
ITAG conference,17-18.10.2013
Nottingham,UK

For further information about the
project
 http://games4competence.eu/

 https://twitter.com/game4competence
 http://www.facebook.com/sgsccproject
 Free

of charge games available from
October 2014 onwards in Bulgarian, Dutch,
English, German, Lithuanian, Serbian and
Turkish

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Fostering social competence through educational (serious) computer games

  • 1. ITAG 2013 17-18 October 2013 Nottingham, UK Karel Van Isacker, Mariya Goranova (PhoenixKM BVBA) Manfred Pretis (Social Innovative Network) Prof.Dr.Rumen Stamatov, Dr. Svetlana Sarijska (Plovdiv University “Paisii Hilendarski”) Fostering social competence through educational (serious) computer games
  • 2. ITAG conference,17-18.10.2013 Nottingham,UK SGSCC: Serious Games for Social & Creative Competences  Despite the importance of social competence (SC), its systematic use within school programmes and vocational training is under-developed.  SGSCC is a 30 months project dedicated to the conceptualisation & development of social competence training related to adult education, school curricula & professional development.  Outcomes: A set of training materials on social competences and creativity using 3D scenarios, web and mobile games will be created in English, Bulgarian, German, Dutch, Turkish, Serbian & Lithuanian.
  • 3. ITAG conference,17-18.10.2013 Nottingham,UK Partners  Plovdiv University “Paisii Hilendarski” - Bulgaria  Dr. Pretis – Social Innovative Network - Austria  PhoenixKM BVBA - Belgium  VSI Hi.Te.Co. – High Technology for Cooperation Lithuania  Nottingham Trent University - UK  İstanbul Milli Eğitim Müdürlüğü - Turkey  Belgrade Open School (Beogradska otvorena škola) - Serbia  INTERPROJECTS - Bulgaria
  • 5. ITAG conference,17-18.10.2013 Nottingham,UK Background  The concept of social competence also presents problems of conceptualisation and assessment (Waters & Sroufe, 1983)  Most authors agree that social competence has diverse component variables, which may vary along continuous dimensions, and which is constructed through social interaction in different contexts (Topping el al. 2000)
  • 6. ITAG conference,17-18.10.2013 Nottingham,UK The importance of social competences related to employability  It has to be emphasised that social competence, or soft skills themselves, have been identified by the European commission as one of the key benchmark indicators proving prosperity and wellbeing in the EU member states (EU 2005).
  • 7. ITAG conference,17-18.10.2013 Nottingham,UK Model of social competence  Social competence has different subgroups aimed at achieving different goals in the space of social life of the self, who lives with others.  Social competence was examined by two dimensions:   Intra-subject dimension: self-concept of the confidence in own abilities, attitudes and behaviours of reflection on the self - experiences, motives, objectives pursued by self-regulation and responsibility for their own behaviour and self-realization. Interpersonal dimension: cognition, abilities and attitudes, which provide complete construction of social relationships based on understanding, acceptance and respect of others, skills and attitudes ensuring cooperation and joint problem solving of responsibility for one's own behaviour and attitude for others.
  • 8. ITAG conference,17-18.10.2013 Nottingham,UK 1st Sub-group - Communication Skills This subgroup includes:         Ability to initiate conversations on various topics; Ability to listen; Ability to express their emotions in accordance with the context; Empathy; Acceptance; Respect; Self-discovery; Self-presentation.
  • 9. ITAG conference,17-18.10.2013 Nottingham,UK 2. Sub-group - Cooperation This subgroup includes:  Planning and problem solving;  Standing on a someone else point of view;  Following the rules, regulations, guidelines;  Recognition of achievement and merit of others;  Gratitude;  Engaging in pro-social behaviors (promoting, sharing, comforting, assisting).
  • 10. ITAG conference,17-18.10.2013 Nottingham,UK 3. Sub-group - The Ability to Solve Interpersonal Problems This subgroup includes:  Definition of the conflict;  Search for a solution;  Evaluation of decisions;  Selection of solution based on mutual satisfaction of both parties ( no loss ) and its application;  Ability to avoid a conflict;  Implementation of the decision.
  • 11. ITAG conference,17-18.10.2013 Nottingham,UK 4. Sub-group - Self-Esteem This subgroup includes:  Linking success with their own abilities;  Not overestimating of failure;  Realistic comparisons;  Acceptance of a negative feedback;  Avoid self-destructive criticism;  Sensitivity to their own strengths.
  • 12. ITAG conference,17-18.10.2013 Nottingham,UK 5. Sub-group – Self-Control This subgroup includes:  Pre-consideration of responses and behaviour;  Efforts in solving difficult tasks;  Resistance to temptation;  Prioritization of objectives;  Regulation of negative emotions.
  • 13. ITAG conference,17-18.10.2013 Nottingham,UK 6th Subgroup - Assertiveness This subgroup includes:  To defend their own rights and beliefs(open expression of thoughts and feelings);  Reject unreasonable demands;  Launch applications/ direct requests;  Making decisions without succumbing to external pressure.
  • 14. ITAG conference,17-18.10.2013 Nottingham,UK Definitions of soft employability skills and attributes (Blades et al. 2012)
  • 15. ITAG conference,17-18.10.2013 Nottingham,UK Social competence and creativity in adolescents/young adults with mild learning difficulties Children and adolescents with mild learning disabilities are more likely to show problems related to emotional literacy, empathy, perspective taking, friendship, communication skills, anger management, interpersonal problem solving and how to be successful at school or at work (Guralnick, 2004).  Students with intellectual disabilities may experience difficulty adequately performing an array of important social skills, including engaging in reciprocal interactions, elaborating social exchanges, adapting to novel social circumstances, and discerning and interpreting relevant social cues (p. 179) Carter and Hughes (2005) 
  • 17. ITAG conference,17-18.10.2013 Nottingham,UK Why to use computer games (in terms of educational games) Nygren, (2011)  Educational          games could Allow the teenager to geek out Be a place for peer-to-peer learning Be a safe-place for messing around Be an arena to express one’s identity Let the teenager relate the material in the game to hisor her own life Appeal to teenagers’ wannabe adult side Be a place to get challenged and increase self-efficacy Be a place where the teenager creates his or her own rules Be a place where teenagers meet peers
  • 18. ITAG conference,17-18.10.2013 Nottingham,UK Little is known about the effect of educational computer games to promote social competence  Margalit (1995) showed that a trained groups with the computer program “I found a solution”. showed increased skills related to different measures of social competence  Breen and Haring (1991) use computer games to initiate communication between adolescents with learning difficulties and non-disabled students. The participants socially initiate more verbal contacts with peers during exchanges based on computer gaming than controls.
  • 19. ITAG conference,17-18.10.2013 Nottingham,UK Research question  In which way can „serious“ (educational) games be used (for young adults with learning difficulties) to promote their social competence and creativity Methodology  Survey (online and via focus groups) among 573 stakeholders (family, trainers, teachers, end-user organisations, etc.) and 300 beneficiaries (young adults with learning difficulties)  851 participants made indications of their gender. 53.7 % of them were female, 46.3 % were male.
  • 20. ITAG conference,17-18.10.2013 Nottingham,UK Experience with computer games  Majority beneficiaries has some experience with computer games  Boys report more experience than girls
  • 21. ITAG conference,17-18.10.2013 Nottingham,UK Access to internet and games knowledge  Majority beneficiaries has access at home, followed by work and public areas (libraries).  Most prevalent category: “I do not know” or playing “no educational game”  In comparison to commercial computer games “educational computer games might not be known enough”.
  • 22. ITAG conference,17-18.10.2013 Nottingham,UK Fostering social competences by playing educational computer games (stakeholders)    Which social skills might be fostered by educational games?  Motivation, self efficacy, problem solving Strengths of educational games in the context of social skills development for young adults with learning difficulties  Playing educational computer games is fun  Peers and friends also play educational games  Educational games can help the learner to be more creative and pro-active Percieved weaknesses  Not having teacher/tutor/ facilitator who can show how to play  Lack of ability to apply those skills -learnt in the game- in real life  Lack of availability of computer/tablet/smartphone
  • 24. ITAG conference,17-18.10.2013 Nottingham,UK Threats of educational computer games  Social isolation  Giving up other interests/hobbies  Addiction
  • 25. ITAG conference,17-18.10.2013 Nottingham,UK Narratives (situations) that might be useful within educational games  What to do during crisis and difficult situation at work  Express myself at work  Solve conflicts with colleagues  Maintain one’s own opinion
  • 26. ITAG conference,17-18.10.2013 Nottingham,UK Necessary computer skills  Using the keyboard: 54,6%  Using the mouse: 51,8%  Basic computer knowledge: 60,9%
  • 27. ITAG conference,17-18.10.2013 Nottingham,UK Usage of educational games within social skill training processes  Playing computer games is very common (for young adults with learning difficulties), however educational games are not well known and rarely used (played)  Strategically educational computer games should focus on:  Motivation, self efficacy & problem solving  Supporting/monitoring teachers/tutors  Educational games must:  Be fun, include social-exchange processes (mulitplayer) and stimulate creativity
  • 29. ITAG conference,17-18.10.2013 Nottingham,UK Opportunities and expected effects       To get a job easier To increase creativity Optimism will be increased What do we need to reach this goal?  research showing efficiency/effectiveness  computer and internet Useful narratives:  Express myself at work  Solve conflicts with colleagues  Maintain one’s own opinion “How I am able as a young person with learning difficulties to express and present myself in a social adequate way”
  • 30. ITAG conference,17-18.10.2013 Nottingham,UK Credits This presentation is built upon two papers:  Fostering social competence through educational (serious) computer games by Prof.Manfred Pretis.  The model of social competence and SC subgroups are prepared by Prof.Dr.Rumen Stamatov, Dr. Svetlana Sarijska and Mariya Goranova.
  • 31. ITAG conference,17-18.10.2013 Nottingham,UK For further information about the project  http://games4competence.eu/  https://twitter.com/game4competence  http://www.facebook.com/sgsccproject  Free of charge games available from October 2014 onwards in Bulgarian, Dutch, English, German, Lithuanian, Serbian and Turkish