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Learning Technologies Research conducted at CALT over the last 15 years

 

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topic: serious games A collection of serious games links
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 L2 C

L2C project ist-xs.gif project_l2c-xs.gif

Project Abstract: L2C

L2C: Learning to Collaborate

Effective collaboration dynamics are at the core of learning, knowledge exchange and innovation processes. Nevertheless, in today’s global environment, a large number of collaboration initiatives fail to deliver the value expected, as complexity is enhanced by the diversity and the distributed nature of the people, groups, and knowledge sources and by the knowledge integration processes involved. Effective collaboration competencies are hence emerging as a key condition for productive and sustainable value creation at the individual, team, organisational and inter-organisational level.

The project builds on interdisciplinary scientific/academic models and best/worst practices and experiences to identify the factors inhibiting effective collaboration (“Collaboration Traps & Challenges”), and the interventions required to reduce these risks (“Collaboration Management Competencies”).

After integration, this know-how will lead to the development of:

  • An innovative framework (Advanced Collaboration Dynamics and Technologies - ACDT Framework) addressing the effective development of collaboration competencies.
  • A set of widely deployable, advanced, interactive and experiential technology-enhanced solutions (“ACDT Simulation Games”) guaranteeing the effective understanding and internalisation of

    • (1) cognitive, motivational and attitudinal factors,
    • (2) complexity of knowledge integration processes and distributed, ICT-supported teamwork, and
    • (3) management competencies determining the success or failure of collaboration dynamics in diverse and distributed contexts.

related project: EIS Simulation, ChangeMasters

Coordinator: person.albert.angehrn-25.gif Albert A. Angehrn

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L2C

L2C: Learning to Collaborate

Project Timeframe:March 2006 - March 2008.

Coordinator: Albert A. Angehrn

Project Team: Alicia Cheak, Pradeep Kumar Mittal

web site: http://www.l2c.info/

Keywords: serious games, collaboration

Sites


Highlights collapse

Highlights

  • project_l2C-xs.gif L2C : the Eagle Racing Simulation is featured in an article:

    • Tackling business problems with online games

      • CNN World/Business, June 5, 2009
      • LONDON, England (CNN) -- Picture this: You work for a racing car company that needs to raise $18 million in sponsorship. Do you go with a reliable sponsor that can only offer part of that sum, or take the full $18 million from a company getting bad press for selling arms to a Middle Eastern country?

Events collapse

Events

  • 1-4 October, 2006 : ECTEL 2006 (short paper accepted)

    • First European Technology Enhanced Learning Conference
    • 1-4 October 2006, Crete.
    • ECTEL 2006 will organize a special FP6 "Project GetTogether Meeting" with poster presentations. Each project will be provided with one poster board where your poster will be displayed throughout the conference. There will also be a special slot dedicated to a project poster session, during which a representative of your project is asked to be available for providing more information about your project, progress, and results, to all conference attendees. Please let us know whether you are interested in this opportunity.
  • 5-7 July, 2006 : ICALT 2006

    • 6th IEEE International Conference on Advanced Learning Technologies (ICALT 2006)
    • July 5-7, 2006, Kerkrade, The Netherlands
    • Theme: "Advanced Technologies for Life-Long Learning"
  • 24 May 2006: Next L2C Meeting in Athens, Greece
  • 6-7 March 2006:Kick-off meeting at INSEAD, France

Documents collapse

Documents

Publications

Albert A. Angehrn, Katrina Maxwell (2009);
EagleRacing: Addressing Corporate Collaboration Challenges Through an Online Simulation Game;
Innovate, Journal of Online Education, vol. 5, Issue 6, Aug/Sept 2009.
...
; projects: (L2C);
download: (web/pdf ?)
Albert A. Angehrn, Thierry Nabeth (2006);
The L2C Project: Learning to Collaborate through advanced SmallWorld Simulations;
ECTEL 2006; First European Technology Enhanced Learning Conference, 1-4 October 2006, Crete.
A short presenting the L2C project.
; projects: (L2C);
Albert A. Angehrn (2006);
Designing SmallWorld Simulations: Experiences and Developments;
The 6th IEEE International Conference on Advanced Learning Technologies (ICALT 2006), Kerkrade, The Netherlands
to be completed
; projects: (EIS Simulation, L2C);
Albert A. Angehrn (2006);
POSTER: L2C Learning to Collaborate;
Educa Berlin
to be completed
; projects: (EIS Simulation, L2C);
download: (pdf 325Kb)
Albert A. Angehrn, Thierry Nabeth (2005);
A Distributed Management Simulation Game for Teaching e-Collaboration Skills;
ECSCW'05 Workshop on 'Computer Games and CSCW'
This paper then presents some design principles of games for teaching collaboration that are based on agent-enhanced multi-users distributed role-playing simulations, in which the users are engaged in collaborative activities with other (real or simulated) participants.
; projects: (L2C);
download: (pdf 27Kb)
Albert A. Angehrn (2005);
Designing Innovation Games for Community-based Learning and Knowledge Exchange;
International Journal of Knowledge and Learning, Vol. 1, Issue 3
a description
; projects: (L2C);

Simulations collapse

Simulations

A certain number of simulations are designed as part of this project

Organisational Dynamics Simulations

  • the EDUSYNERGY Simulation

    • During the simulation, the Players/Learners, operating in small teams, enter gradually into the role of a team, put in charge by the University Board to support the diffusion of a new university-wide collaboration system, called Synergy, designed to support and enhance collaborative processes university-wide.

Group/Team Dynamics Simulations

  • the World Team Simulation

    • The World Team Simulation provides a short term intensive simulated learning experience in which teams of players are asked to work with other teams on a common objective i.e. determining the Acquisition Strategy of an International bank, GLOBank
  • the Pit Stop Simulation

    • The first step consists in exposing the players to a concrete context in which high-performance teams operate. In our case, this means learning from and simulating to be a member of a Formula 1 Pit Stop team. Such teams, in fact need to collaborate, to act, to make decisions, and also to learn and innovate on a continuous basis, and all this under extreme time and performance pressures.
  • the Eagle Racing Simulation

    • The Eagle Racing Simulation consists of a number of group collaboration experiences, supported by synchronous collaboration technology and by a set of linked multi-media cases we have developed to address different dimensions of group collaboration and decision-making. Among the themes that may be addressed though this simulation are strategic decision making in a high-risk context, decision biases, cultural conflicts, and challenges to organizing evidence and making choices addressing both the rational and the emotional perspectives.

Note: The Eagle Racing Simulation was used in the AtGentive project.

Inter-Personal Dynamics Simulations

  • the Intermediary Agent Simulation

    • This Simulation is designed to provide teams of players/ Learners with the experience of how difficult inter-personal collaboration can be, enabling them to observe different types of collaborative/non-collaborative behaviors and the possibility to influence them through one to one interactions.

Exploitation collapse

Exploitation

References collapse

References

  • ...


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