Advancing project leadership education through AI-enhanced game-based learning

IF 4.5
Matthew Daniels, Éamonn Kelly, Sandra Flynn, John Kelly
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引用次数: 0

Abstract

This paper offers a design-led investigation of AI-enhanced game-based learning (AI-GBL) as a transformative pedagogical approach for project leadership education. Addressing the persistent theory–practice gap in project management training, the study incorporates generative AI into ethically complex, emotionally engaging simulation environments that mimic real-world stakeholder challenges. The intervention allows learners to participate in adaptive decision-making, critical reflection, and ethical reasoning in face-to-face and blended formats, based on principles from experiential learning, productive failure, and relational pedagogy.
Implemented in 2024 across undergraduate and postgraduate cohorts at an Irish university, the intervention was examined through six interconnected design themes: relevance, agility, identity, ethics, motivation, and adaptability. These themes were instructional principles and analytical lenses, revealing significant conceptual learning gains, enhanced ethical deliberation, and evidence of evolving leadership identity. Qualitative data from reflective journals and digital dialogues demonstrated students' growing capacity for situated judgement, collaborative reasoning, and morAIal awareness.
This paper offers a conceptual roadmap for integrating AI-GBL into leadership education, viewing generative as a pedagogical co-ordinator that supports ambiguity, highlights values, and fosters human-centred learning. It advocates for ethically designed AI to develop project leaders who are skilled, self-aware, ethically grounded, and capable of leading with integrity in an era of complex technology. As AI reshapes work and learning, AI-GBL provides a way to align human abilities with technological potential.
通过人工智能增强的基于游戏的学习推进项目领导力教育
本文以设计为主导,对人工智能增强的基于游戏的学习(AI-GBL)进行了研究,将其作为项目领导力教育的一种变革性教学方法。为了解决项目管理培训中持续存在的理论与实践差距,该研究将生成式人工智能整合到伦理复杂、情感投入的模拟环境中,模拟现实世界的利益相关者挑战。干预允许学习者以面对面和混合形式参与适应性决策,批判性反思和道德推理,基于体验式学习,生产性失败和关系教学法的原则。该干预措施于2024年在爱尔兰一所大学的本科生和研究生群体中实施,通过六个相互关联的设计主题进行了研究:相关性、敏捷性、身份、道德、动机和适应性。这些主题是教学原则和分析镜头,揭示了重要的概念学习成果,加强了道德审议,以及不断发展的领导身份的证据。来自反思性期刊和数字对话的定性数据表明,学生在情境判断、协作推理和道德意识方面的能力不断增强。本文提供了将AI-GBL整合到领导力教育中的概念性路线图,将生成视为支持模糊性、突出价值观和促进以人为本学习的教学协调员。它倡导伦理设计的人工智能,以培养有技能、有自我意识、有道德基础、能够在复杂技术时代诚信领导的项目领导者。随着人工智能重塑工作和学习,AI- gbl提供了一种将人类能力与技术潜力结合起来的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
6.70
自引率
0.00%
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