Abstract
This paper examines the potential of Serious Games (SG) to support leadership skills improvement training in learning organizations for higher education students. It highlights the main requirements for training and presents a variety of table templates, based on advanced models for leadership training, which have been used to examine the most suitable SG and determine the most appropriate combination to be used in training by considering targeted competencies and skills, uses and effectiveness learning. SG made to cater education and training purposes, by participating in SG, participants able to acquire and retain knowledge more effectively rather than using conventional methods. Consecutively, there is an Immersive Virtual Really (IVR); a technology that can bolster the engaging capabilities of SG. By combining IVR, participants can be completely immersed in virtual environments which offers greater engagement and perception. The combination resulted in participants’ encouragement to preserve knowledge longer than any conventional method due to stronger emotional attachment along with physiological arousal. There is an augmenting number investigating the combination of SG and IVR for the purpose of leadership training and behavioral assessment. Hence, a systematic understanding of the development of SG and how it is being implemented for leadership training and research is essential. On this regard, the authors conducted a systematic literature review in five stages, namely; formulation of research problems, identification of relevant prior studies, quality assessment of the studies, summarizing evidence and end with findings interpretation. Finally, this paper introduces a systematic literature review regarding SG oriented toward building leadership processes, critically analyzes the situation, and the direction of future research for the development of SG is more effective for leadership training.
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More From: International Journal of Engineering and Advanced Technology
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