PlayMINT—an effective digital learning game for leadership competencies of female STEM students

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Ilse Hagerer
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Abstract

Leadership competencies become increasingly important for realizing disruptive technologies but are rarely taught at universities in science, technology, engineering, and mathematics (STEM) fields. Due to the threatening skills shortage and the prevailing gender gap in STEM, especially in leadership positions, it is vital to engage women and to improve leadership competencies for STEM professionals in the long term during their jobs or studies with a low entrance barrier. To address this issue, we developed PlayMINT—the first serious learning game for leadership competencies relevant to 21st-century challenges. We comprehensively evaluated PlayMINT in a rigorous randomized long-term user experiment including a control group using traditional learning methods over nine months with a substantial sample size of 181 female STEM students from German universities. Moreover, we used a multi-method approach combining self-assessments and learning analytics. Despite the low entrance barrier, the leadership competencies gained through PlayMINT were equivalent to those obtained through traditional learning methods. PlayMINT enabled significant improvements in innovative work behavior, creative self-efficacy, effective communication, empowerment, envisioning, and business knowledge of participants over time.
playmint -一个有效的数字学习游戏,培养STEM女生的领导能力
领导能力对于实现颠覆性技术变得越来越重要,但在科学、技术、工程和数学(STEM)领域,大学很少教授领导能力。由于STEM领域的技能短缺和普遍存在的性别差距,特别是在领导职位上,在低门槛的工作或学习期间,吸引女性参与并长期提高STEM专业人员的领导能力至关重要。为了解决这个问题,我们开发了playmint——第一个与21世纪挑战相关的领导能力的严肃学习游戏。我们通过严格的随机长期用户实验对PlayMINT进行了全面评估,其中包括一个使用传统学习方法的对照组,为期9个月,样本规模相当大,来自德国大学的181名女性STEM学生。此外,我们使用了一种结合自我评估和学习分析的多方法方法。尽管进入门槛较低,但通过PlayMINT获得的领导能力与通过传统学习方法获得的领导能力相当。随着时间的推移,PlayMINT在创新工作行为、创造性自我效能、有效沟通、授权、设想和参与者的业务知识方面取得了重大进展。
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