Abstract

Emotional intelligence is intrinsically associated with the ability to understand, manage, and express feelings and deal with other people’s emotions. This competence is essential for the formation, development, and maintenance of personal and professional relationships. Furthermore, emotional intelligence can be extensively worked out and developed over time, which allows each individual to become a better professional. Nevertheless, the perception that higher education students have about the importance of emotional intelligence remains residual and there are few contexts that allow them to develop emotional intelligence skills. In this sense, this study proposes the use of a serious game to assess and develop emotional intelligence skills in the context of an entrepreneurship discipline attended by multidisciplinary students from the courses of management and computer engineering. The performance of students is measured and discussed considering a mixed methods approach. The findings indicate the existence of a correlation between the player’s emotional intelligence skills and his performance in the game, and this occurrence is common to students regardless of their course, gender, age, and number of years of professional experience. The study also explores the importance of emotional intelligence considering the distinct profile of students.

Highlights

  • Games are an integral part of the civilization and have always been a very popular form of entertainment among the public of all ages, they are more related to children and young people

  • The FLIGBY serious game was used in the process of developing and assessing ability emotional intelligence skills

  • FLIGBY is based on the Flow theory, a core concept in positive psychology

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Summary

Introduction

Games are an integral part of the civilization and have always been a very popular form of entertainment among the public of all ages, they are more related to children and young people. Many games are developed precisely with the purpose of helping the teaching of some specific theme, that is, learning is the focus on the development of concepts, skills, techniques, etc. For the authors in Reference [5], serious games are games that do not present entertainment as a primary goal. Reference [6] states serious games should offer scientific and social knowledge to students and professionals, thereby improving the skills and techniques through virtual activities. What situations in the game had the greatest impact on your performance? What impact will the EI skills have on your career? What situations in the game had the greatest impact on your performance? Forecast

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