The Neurosciences Underlying the Models of Digital Role Play

This article has been co-written with Elena Ciani, Neuropsychologist

 

 

What is cognitive neuroscience and why is it important in adult learning?

Cognitive neuroscience can be considered both a branch of psychology and neuroscience. It studies the biological processes and the neural connections in the brain that regulate human cognition and mental processes.

The ability to learn, that can be expressed like the ability to establish causal relationships between events and to modify one’s behavior based on these experiences, is made possible by the particular organization of our nervous system.

It consists of about 100 billion neurons, each of which establishes tens of thousands of contacts with other neurons through the synapses.
The term synapse (that was introduced in 1879 by the English physiologist Sherrington) describes the junction between two neurons, specialized in the transmission of the nervous impulse.

 

Today it is widely demonstrated that learning and experience can induce a permanent modification of the connections between neurons, at the level of the synapse.

So, from a biological point of view, learning corresponds to the formation of a new network of connections between neurons, and to the modification of pre-existing synaptic connections. When information passes several times through the same sequence of synapses, the path is facilitated and reinforced.

 

Learning, a key process of our brain, continues throughout life and is based on memorization. Memory supports the process of acquiring information and allows it to be recovered when necessary. But memorization would not start without the fundamental mechanism of attention that underlies all learning.

Neurologically, “attention is the brain’s ability to privilege electrical signals related to a given experience, dropping all others” (P.Rivoltella) [1].

 

Learning corresponds to the formation of a new network of connections between neurons, and to the modification of pre-existing synaptic connections

 

Basic emotions and their biological roots

Charles Darwin was among the first to believe that emotions had biological roots, and that there were remarkable similarities between the emotional mechanisms of animals and those of human beings. He studied the physiology of some emotions, describing them from activated muscles to reactions such as the production of tears, changes in breathing, heart rhythm, etc.

The theory of Darwin has had several confirmations: for example, in all cultures the facial expression of some emotions are very similar, as also Eibl-Eibsefeldt or Ekman have shown.

 

Emotions also involve other innate mechanisms that make facial expressions correspond to changes in the “internal state” of the organism. For example, Ekman has shown that if an actor recites an emotion, some physiological parameters such as cardiac rhythm or breathing change.

The brain, in other words, is deceived by the facial expressions.

 

Many modern theorists like Sylvan Tomkins, Carroll Izard, Paul Ekman, Robert Plutchik, Nico Frijda and Jaak Panksepp identified a set of fundamental and innate emotions, defined by facial expressions and other body parts movements.

Despite the unavoidable cultural differences, these expressions (especially the facial ones) are similar in many different cultures. Moreover, according to Plutchik, as you go down the evolutionary scale, facial expressions become increasingly rare, while there are still many emotional expressions involving other body systems.

 

If we try to summarize their studies by identifying a common ground, we could identify this set of basic emotions:

  • Surprise
  • Fear/anguish
  • Joy/happiness
  • Anger
  • Disgust
  • Shame
  • Interest

 

Non-basic emotions

Most fundamental emotion theorists believe that there are also non-basic emotions that are a result of a mix of the basic ones. We believe that one of the best representations of this can be found in the “wheel of emotions” by Plutchik, that depicts the emotions as colors arranged on a circle.

Every elementary emotion of his model is represented as a segment of the circle, and two merging segments are called dyads. When two adjacent emotions merge, they are dyads of the first order; if two emotions are separated by a third, they are second-order dyads, and so on. The further away two elementary emotions are, the less likely they are to mix.

 

For example, love is a first-order dyad since it merges joy and trust, the same for aggressiveness who mixes anticipation and anger.
Guilt, however, is a second-order dyad since it merges joy and fear, which are separate from acceptance.

 

Figure 1: Plutchik’s wheel of emotions (source)

 

According to many theorists, even animals can have biologically elementary emotions, but the difference with the human beings is that the latter can also elaborate and experience derived or non-elementary ones.

The act of merging basic emotions into higher-order emotions is usually considered a cognitive operation, and since human cognition is the most complex of all the other mammals, emotions like pride, shame and gratitude could be exclusively human (R.Lazarus).

 

How emotional experiences impact on our reactions?

At this point the framing of our reasoning should be clear, so let’s delve a little more: to understand how emotional feelings are created, and how do they impact on our immediate and automatic reactions, we must understand how emotion systems work and see how their activity is represented in our working memory.

 

Let’s look together at an example on how the emotion of fear comes up in our mind if we see, for example, a snake instead of a rabbit, by going together through a very famous passage of Joseph LeDoux in his book “The Emotional Brain. The Mysterious Underpinnings of Emotional Life “.
Please pay particular attention to the parts that are in bold, since we are going to recall them later:

 

You encounter a rabbit while walking along a path in the woods. Light reflected from the rabbit is picked up by your eyes. The signals are then transmitted through the visual system to your visual thalamus, and then to your visual cortex, where a sensory representation of the rabbit is created and held in a short-term visual object buffer.
Connections from the visual cortex to the cortical long-term memory networks activate relevant memories (both facts about rabbits stored in memory as well as memories about past experiences you may have had with rabbits).
By way of connections between the long-term memory networks and the working memory system, activated long-term memories are integrated with the sensory representation of the stimulus in working memory, allowing you to be consciously aware that the object you are looking at is a rabbit.

 

So, in this part LeDoux emphasizes how the “hardware” and the “software” of our brain interact in a typical situation. But let’s continue to see where, how and why the emotion is created.

 

A few strides later down the path, there is a snake coiled up next to a log. Your eyes also pick up on this stimulus. Conscious representations are created in the same way as for the rabbit – by the integration in working memory of short-term visual representations with information from long-term memory.
However, in the case of the snake, in addition to being aware of the kind of animal you are looking at, long-term memory also informs you that this kind of animal can be dangerous and that you might be in danger. According to cognitive appraisal theories, the processes described so far would constitute your assessment of the situation and should be enough to account for the ‘fear’ that you are feeling as a result of encountering the snake.
The difference between the working memory representation of the rabbit and the snake is that the latter includes information about the snake being dangerous. But these cognitive representations and appraisals in working memory are not enough to turn the experience into a full-blown emotional experience.
Something else is needed to turn cognitive appraisals into emotions, to turn experiences into emotional experiences. That something, of course, is the activation of the system built by evolution to deal with dangers. That system, as we’ve seen, crucially involves the amygdala.

Many but not all people who encounter a snake in a situation such as the one described will have a full-blown emotional reaction that includes bodily responses and emotional feelings.
This will only occur if the visual representation of the snake triggers the amygdala. A whole host of output pathways will then be activated. […] [3]

 

Activating the limbic system

It should be clear now how the emotions are strictly connected to the biological elements related to their functioning, and in particular to the amygdala, that is an almond-shaped set of neurons that is proved to play a key role in processing some emotions like fear and aggressivity, and together with hippocampus hypothalamus, fornix, limbic cortex and other structures forms our limbic system.

The amygdala in particular induces vegetative reactions like increased heart rate, blood pressure, sweating, etc. and hormonal reactions like the adrenal one.
Moreover, it receives information from the thalamus even before they arrive to the cortex: this means that the emotion can take place before we have time to start thinking about it.

 

Figure 2: The location of the amygdala in the human brain (source)

 

But how does the activation of amygdala turns a normal experience into an emotional experience? As LeDoux says, what makes the encounter with the snake an emotional experience is the mix of 3 things that happen in our working memory:

  1. the (short-term) sensory representations
  2. the (long-term) memories activated
  3. some “outputs” that we will now list:
  • Direct Amygdala Influences on the Cortex: To reach the amygdala, a visual stimulus has to go through the primary cortex, to a secondary region, and then to a third cortical area (the one where short-term buffering of visual object information takes place). The amygdala projects back to all those three visual processing regions.
    As a result, once the amygdala is activated, it is able to influence the cortical areas that are processing the stimuli that are activating it. The connections from the amygdala to the cortex allow the it to influence attention, perception, and memory in situations where we are facing danger.
  • Amygdala Triggered Arousal: When arousal occurs, cells in the cortex, and in the thalamic regions that supply the cortex with its major inputs, become more sensitive. Arousal is important in all mental functions. It contributes significantly to attention, perception, memory, emotion, and problem solving. Without arousal, we fail to notice what is going on—we don’t attend to the details. But too much arousal is not good either.
    You need to have just the right level of activation to perform optimally. If you are over aroused, you become tense and anxious and unproductive. Emotional reactions are typically accompanied by intense cortical arousal.

 

Emotion and cognitive processes

Let’s start saying that the 8 main cognitive processes of the human beings are:

  1. Perception
  2. Learning
  3. Language
  4. Thought
  5. Attention
  6. Memory
  7. Motivation
  8. Emotion

 

Numerous studies have reported that most of all human cognitive processes including memory and learning (Phelps, 2004; Um et al., 2012), attention (Vuilleumier, 2005), problem solving (Isen et al., 1987) are affected by emotion.

Attentional component of emotion has been linked to enhanced learning and memory performance.
Therefore, emotional experiences/stimuli appear to be remembered vividly and accurately, with great resilience over time [7].

 

But how does it happen?

Taking in mind that hippocampus and amygdala are both part of the limbic system, cognition and emotion processes are operated at two separate but interacting systems:

(i) the “cool cognitive system” is hippocampus-based that is associated with cognitive functions, and cognitive controls. Hippocampus has a critical role in formation, organization and storage of new memories.
(ii) The “hot emotional system”, as mentioned above, indeed is amygdala-based. In addition, an early view of a dorsal/ventral stream distinction was commonly reported between both systems.

 

The “cool system” for active maintenance of controlled processes such as cognitive performance and pursuit of goal-relevant information in Working Memory, seems to involve the Dorsal Stream: dorsolateral prefrontal cortex DLPFC and Lateral parietal cortex).

In contrast, emotional processing systems involves ventral neural system such as: amygdala, ventrolateral prefrontal cortex (VLPFC), medial prefrontal cortex (mPFC), orbitofrontal (OFC) and occipito-temporal cortex (OTC) (Dolcos et al., 2011).

 

Nonetheless, recent investigations claim that these two different cognitive and emotional neural systems are not separated but are deeply integrated. Consequently, lots of studies show that emotions influence the formation of a hippocampal-dependent memory system (Pessoa, 2008), and it has a long-term impact on learning and memory.

In other words, even if cognitive and affective processes can be independently conceptualized, it is not surprising that emotions powerfully modify cognitive appraisals and memory processes and vice versa (Chai M.T. et al., 2017).

 

Recent advances in affective neuroscience and emotion research confirmed that the human mind is continuously emotional (Izard, 2009, Lewis, 2005, Tucker, 2007), Cognition and emotion are inherently interconnected.
This interconnectedness is an essential aspect of the complexity of human consciousness. An important quality of this interconnectedness is that emotional activity enables and sustains cognitive activity, including mechanisms that are central to learning (Plass et Kaplan, 2016).

 

Empathy and mirror neurons

Let’s imagine that someone tells you about an accident in which a person was seriously injured. It may happen that, for a moment, you feel a sensation of pain that reflects in your mind the pain of the injured person.

This feeling can be more or less intense, depending on the scale of the accident or your knowledge of the person involved. The mechanism that is supposed to produce this sort of feeling is a variety of what A. Damasio called the “as if” body circuit.

It implies an internal simulation at cerebral level which consists in the rapid modification of the maps of the current state of the body, where the brain temporarily creates a set of maps that do not correspond to the real state of the body, but to the simulated one.

 

This happens when certain brain regions, for example the prefrontal or premotor cortex, report directly to the somatosensory regions of the brain. The involved neurons can represent, in a person’s brain, the movements that he sees in another individual, and send signals to the sensorimotor structures so that the corresponding movements are “previewed” in a simulation mode, or actually performed. These neurons are actually present in monkeys and humans, and are known as “mirror neurons”.

The result of the direct simulation of the body states in the somatosensory regions is not different from that of the filtering of signals coming from the body.

 

The brain uses the signals from the periphery to create a particular state of the body in the regions where it is possible to construct such a representation, i.e. in the somatosensitive regions. What one feels, then, is based on that “false” construction, and not on the “real” state of the body.[4]

When these specialized neurons are activated, other areas of our brain, such as the limbic system, are also activated.

 

This allows us to recognize facial expressions, access our memories and previous learning and combine all this information to interpret the situation and give it meaning. On these neurons is based not only the justification of some forms of apprenticeship where the novice learns alongside the expert, but also the possibility of understanding how learning always passes through body simulation: this is what the studies of Vittorio Gallese on the ability of cinema, and image in general, to activate our mirror circuit.

 

According to what Gallese, Keysers and Rizzolatti have argued, these mirror mechanisms “allow us to directly understand the meaning of the actions and emotions of others by replicating them internally or simulating them without any explicit reflexive mediation”[5]. This emphasize the fact that conceptual reasoning is not necessary for this form of understanding of actions.

 

Here at Lifelike we have published another interesting article about the impact in learner’s mind of a simulation, and in particular a digital roleplay. If you want to deepen this topic check out this article (“Our Brain Doesn’t See the Difference Between Simulation and Reality”). 

 

Neurosciences and simulations

Emotions are reactions to external stimuli that allow us to guide our behavior and act quickly when we receive requests from the surrounding environment.
They are made of 3 components: somatic, behavioral and feeling. It is important to remember that any decision is conditioned to a greater or lesser extent by our emotions. [2].

Emotional experiences (including simulators and digital role plays) actually have an important effect at a biological level, and stimulate fast reactions even thanks to the fact that they involve the amygdala.

 

We also know that human brain tends to save energy and minimize the use of conscious reasoning, that requires considerable effort. To achieve this goal, it generates neural routines, behavioral automatisms that do not require the intervention of awareness because the brain has already set up, based on experience, a set of automatic responses.

So, through emotion, we generate what Damasio calls somatic marker: [6] that pleasant or unpleasant feeling felt by the individual when the outcome (positive or negative) connected to a specific option comes to his mind.

 

But the two moments are not alternative: the acquisition of new information is connected with involving emotional experiences, and a plurality of information anchors will be generated and will allow a faster and easier recall. The emotional contents of an experience, therefore, represent an indispensable reinforcement for a good memorization.

 

The emotional contents of an experience represent a reinforcement for a good memorization

 

The importance of feedback in simulations

Another basic mechanism of the brain is the feedback, who generates a self-regulation that the person does, based on his experience with the environment and the other people. In other words, the acquisition of good behaviors occurs through the response that each of us has from the environment and the relationship with people, and especially in the detection of the inevitable errors and mental traps we incur physiologically.

Our brain learns more from denials than from confirmations; the error is, therefore, a valuable opportunity for learning. If you want to do deepen all the learning scope of a simulated experience, we suggest you this interesting article: The true learning scope behind a Digital Role Play.

 

 

Bibliography

[1] (P. Rivoltella, Neurodidattica. Insegnare al cervello che apprende, Cortina, 2012; P. Rivoltella, La previsione. Neuroscienze, apprendimento, didattica, La scuola, 2014)
[2] https://lamenteemeravigliosa.it/processi-cognitivi-quali/
[3] The Emotional Brain. The Mysterious Underpinnings of Emotional Life, Simon & Schuster, 1996
[4] http://www.strozzina.org/sistemi_emotivi/pubblicazione_damasio.htm
[5] Gallese et al., 2004, p. 396
[6] A. R. Damasio, Emotion and consciousness, Adelphi, 2000 and http://www.neureka.it/blog/marcatore-somatico-emozioni-damasio/
Other references for this article:
http://www.oliverio.it/ao/didattica/Cervello.htm/Emozione/biologia_delle_emozioni.htm
http://www.unife.it/medicina/educatore-sanitario/minisiti/analisi-dei-bisogni-e-progettazione-degli-interventi/materiale-didattico-modulo-1/a-a-2015-2016/emozioni-il-sistema-limbico
https://lamenteemeravigliosa.it/neuroni-specchio-ed-empatia/
[7] Chai M.T. et al (2017) The Influences of Emotion on Learning and Memory. Front. Psychol.
Dolcos, F., Iordan, A. D., and Dolcos, S. (2011). Neural correlates of emotion–cognition interactions: a review of evidence from brain imaging investigations. J. Cogn. Psychol. 23, 669–694. doi: 10.1080/20445911.2011.594433
Plass J.L, Ulas Kaplan, Emotional Design in Digital Media for Learning, pg 131-161, 2016)
Isen, A. M., Daubman, K. A., and Nowicki, G. P. (1987). Positive affect facilitates creative problem solving. J. Pers. Soc. Psychol. 52, 1122–1131. doi: 10.1037/0022-3514.52.6.1122
Pessoa, L. (2008). On the relationship between emotion and cognition. Nat. Rev. Neurosci. 9, 148–158. doi: 10.1038/nrn2317
Phelps, E. A. (2004). Human emotion and memory: interactions of the amygdala and hippocampal complex. Curr. Opin. Neurobiol. 14, 198–202. doi: 10.1016/j.conb.2004.03.015
Um, E., Plass, J. L., Hayward, E. O., and Homer, B. D. (2012). Emotional design in multimedia learning. J. Educ. Psychol. 104, 485–498. doi: 10.1037/a0026609
Vuilleumier, P. (2005). How brains beware: neural mechanisms of emotional attention. Trends Cogn. Sci. 9, 585–594. doi: 10.1016/j.tics.2005.10.011

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Making a Competency Model Truly Actionable in People’s Development

 

When a company wants to affirm its own culture, most of the time it goes through representing, communicating and training around their corporate philosophy expressed as a set of values, competencies and behaviors, the so-called “competency model”.

Looking at the competency model of a company should immediately depict its attitude and vision, showing how they want to appear to the world and face the daily challenges of their market. Core values, ethics, expectations that every company depicts in its model should clearly define its identity and the requirements it has on the managers and employees.

 

Looking at the competency model of a company will immediately depict its attitude and vision.

 

A broad spectrum of meanings

However, when there is a need to describe the set of the competencies related to a role, the literature and the plethora of online articles have a very wide range of interpretations around the terms: competencies, skills, behaviors, intentions, attitude, and abilities are very often used as synonyms or correlated in many ways, but there is no constant in assigning the same meaning to the same term.

If you compare the competency model of many companies, you will notice that what someone calls “skill” corresponds to what others call “competence” or “behavior”, depending on the meaning established by the model creator.

There is not always a shared and acknowledged description on the terms, which can generate misunderstandings when it comes to soft skills training.

 

The concepts of “competencies”, “skills”, “behaviors”, “intentions”, “attitudes”, “abilities” are often used as synonyms or correlated in many ways, showing a lack of a shared and acknowledged description.

 

 

Looking for constants

In such a scenario, we notice, however, that there is one constant that connects all the models: the presence of a conceptual hierarchy. A model has many levels of complexity to organize the concepts from the broadest to the most specific one.

Usually the broadest is a domain of competencies or values, and the smallest is related to the observable behaviors expected, that are often declined in different levels of shading from the optimal to the worst one.

 

For example, a company could value at a broader level the “Communication” domain, which is comprised of many competencies including “Active listening”.
This competency is made of many skills, one of which is “Ask questions” and this skill may have different levels of observable behaviors like “Ask open questions” as the optimal choice, “Ask closed questions” as the sub-optimal and “Not asking questions” as the worst one. When a model has this kind of grading, the levels are usually from 3 to 5.

 

Let’s try to get things straight

That’s not enough however.
If the aim of a competency model should be that of orienting the behaviors of the people belonging to that organization, such scope is normally addressed by designing soft skills training programs.

Clearly, in order to design and deliver truly effective (and efficient) training, there is a need for a very clear interpretation of the different elements of a competency model in order to be able to conduct the measurement correctly and design training programs that can actually improve the performance of the learner.

The Merriam-Webster dictionary defines competency as “the quality or state of being competent: such as a the quality or state of having sufficient knowledge, judgment, skill, or strength (as for a particular duty or in a particular respect)”. Similarly, the Cambridge dictionary defines the same word as “the ability to do something well”.

 

Looking for the term “skill”, the first defines it as “the ability to use one’s knowledge effectively and readily in execution or performance”, while the second states “an ability to do an activity or job well, especially because you have practiced it”.

Both of the dictionaries describe the “behavior” as the fact of managing the actions of oneself in a particular way.

We could continue, but the point is that the meaning of a term in a competency model is given by the interpretation of the authors and its position in the hierarchy.
That’s a good starting point, but let’s delve deeper.

 

The different building blocks of soft skills training

Let’s try to add clarity with the purpose of better organizing such hierarchy and coming to a clearer picture, thus simplifying the design process of an effective (and actionable) training program.

To do so, it is important to define what the key elements are and how they can be aggregated to create the other ones.

 

Observable behaviors are the most suitable since they are the components that can be more efficiently and precisely observed and measured. They represent the expression of a skill at particular levels of efficacy, which can be defined using different criteria, as we will see later.

That’s why we can consider them the basic “bricks” that can be re-arranged in competencies and domains to fit the desired competency model.

Observable behaviors, moreover, are the only elements that can be changed, while the elements generated by their aggregation are a representation of one’s style and cannot be directly changed.

 

Now let’s clarify the most common terms and their meaning, starting from the broader ones, putting them in hierarchical order by defining the meaning of the various terms and the relationship between them.

• A Domain can be considered as a conceptual area that describes a framework of ability applicable to a profession or a role, which expresses one’s capability of doing something in an efficient way in a particular field. This is often fairly broadly identified. In our example, a domain could be “communication”. A domain is made by an aggregation of competencies.

• A Competency can be described as the capability to apply a set of related knowledge, skills and behaviors to successfully perform a critical task in a defined context. In our example, in the domain “communication”, we can identify the competence “Active listening”. A competency is made by an aggregation of skills.

• A Skill is the activity of performing a task, usually pretty precisely described. In our example, under the domain “Communication”, we have the competency “Active listening” comprised by a cluster of skills, one of which is “Ask questions”. A skill shows up in an observable behavior that can be identified in a range of possible manifestations from optimal to worst.

• An Observable behavior is the representation of a skill in a clearly recognizable action in the user. We can identify different levels of efficiency from optimal to worst. In our example, the skill “Ask questions” can have the following grading: “Ask open questions” as the optimal option, “Ask closed questions” as the sub-optimal and “Not asking questions” as the worst one.

 

 

Figure 1: The hierarchy of the elements that make up a competency model

 

Turning a model into action: from skills to dialogues

As anticipated above, the purpose of a model of competencies that details all the hierarchy from the broadness of the domains to the specificity of the behaviors is twofold:

  • On the one hand, it serves to align the resources to an approach that is consistent with the organization’s objectives and vision (and therefore to classify for the purpose of including or excluding some elements)
  • On the other hand, is used to have an organized system to evolve people’s behaviors (in order to align them to the expected ones, and to improve the individual and general performance)

 

To do this, the classical training uses a cognitive approach, which is strongly anchored to knowledge transfer that merely explains the model and the expected behaviors related to it. But since behaviors are acted by people mostly through habits, it is necessary to integrate the cognitive part of the training with a more practical one, which can be done by immersing the trainee in an authentic situation to test, simulate and train individual behaviors.

The ideal learning strategy for doing this is the role play, and even better the Digital Role Play (or DRP, take a look at this article “Digital Role Plays, the Best Way to Develop Conversational Leadership” to learn more) that is more scalable, interactive and less expensive to implement than the traditional face-to-face version.

 

However, even using an actionable training strategy is not enough to ensure effective skills’ development. In order to be truly effective, any training strategy, especially when devoted to actionable practice such as Role Plays and Digital Role Plays, should embrace in a correct and balanced way all the topics discussed up to this point to efficiently work on the competencies, skills and behaviors deployed by the user during the simulation and to provide a realistic response from the virtual character.

 

Let’s take, for example. the case of how a competency model can be useful in the design of a truly actionable training tool on soft skills such as a Digital Role Play.

We have said that observable behaviors are the basic bricks and also the most important components of a hierarchy of a competency model, since they are the only ones that can actually be measured in a direct way through observation and can be modified through a repetition and feedback-based training process.

The first step is to decide how many levels of grading we will be using: usually the final result is 3 to 5 levels. Based on my experience, 5 is the best compromise since it lets you have the right amount of specificity for each grade whilst keeping a reasonable amount of granularity.

 

In addition to this grading, which generally describes the worsening of a behavior, a skill can be also turned into a different cluster of observable behaviors that bind to each other with different grades of effectiveness with respect to a goal.

In our example, the skill “ask questions” can have as its optimal “ask open questions” if you want to explore a topic, but if the situation is different and you need to analyze and classify something, the optimal behavior would be “ask closed questions”.

 

To be able to order the behaviors correctly, it is necessary to apply a series of criteria (I normally use the 6 listed below) which allow for the contextualization of the reasons for which a certain behavior is optimal or not, according to a set of rules of grading:

  1. The character we are meeting
  2. The type of conversation we are managing
  3. The topic of the meeting we are in
  4. The scope of the measurement
  5. The seniority of the user
  6. The time when we use it (at the beginning of the conversation, in the middle, at the end, etc.)

Having a situational approach here is one of the key factors to success, as we have said for the leadership in another article (“Using Situational Leadership to Manage Different Types of Conversations”).

 

The most important elements to work on in the Conversational Leadership training are observable behaviors, as they are the measurable expression of a skill at a particular level of efficacy.

 

The application in a Digital Role Play

In a digital role play, these gradings and shadings are usually represented by a very well-designed set of sentences available to the user as options to choose from along the dialogue, where the user is requested to select the one he feels closer to his real-life approach.

The experience is designed in a way that the skills involved are checked multiple times and in the different shades along the story, to provide a precise and weighted measurement of the actual and situational behaviors acted by the user.

 

Every step of the conversation is bound to one or more skills, guiding the writing of the available options in a way that the storytelling becomes a trigger to action and trains the existing user’s skills in such a subtle way that is invisible to the user, thus also making this methodology suitable for assessment purposes.

In the following image, we can see an example where the user can act the skill “Use objective data” in an optimal, sub-optimal or wrong way according to a mix of the above 6 criteria defining the reasons of such a rating and ranking.

 

Figure 2: An example of the interaction with a virtual character

 

Learning from the situation

Using Digital Role Play to show how the concept of observable behavior can be graded and shaded in a training tool to turn it into an actionable learning-by-doing strategy is even more interesting when we consider those Digital Role Plays that allow the option of reviewing a previously played interview and providing the trainees with information about where, when and how certain behaviors were acted (you can check this article “Digital Role Play Stripped Bare” which explains the different phases of the DRP-based training method).

 

In such case, the meta-narrative strategy to build the sentences of the dialogue (see this article “The True Learning Scope Behind a Digital Role Play” for more details on this approach) can be fully exploited in pedagogical terms by helping the trainees to track a line between their choices and the underlying behaviors (and then up to competencies and domains).

We refer to this as “reverse engineering”.

In the image below, you can see how the explanation of the observable behavior measured according to its qualitative grade for this specific context is given during the review (“replay”) of a conversation.

 

Figure 3: The sentence as an expression of a skill at a particular grade of efficacy, as shown in the replay

 

This kind of user experience can be leveraged to design emotional storytelling that helps people to practice behaviors, which are the contextualized in everyday life, as well as to measure their efficacy by providing valuable feedback, both qualitative (in the post-meeting feedback by the character) and quantitative (in analytics and Augmented Replay).

The outcome of this training made by a looping sequence of experience, feedback, reasoning and re-experience leads to an evolution of the trainees’ behaviors and therefore the overall quality of the skills of the Leaders and, as an effect of it, of the entire organization.

 

The importance of behavior mapping

Still within the context of this practical training application of a competency model, a good question to move forward on would be: what criteria should be used to connect the competency model to the design of a Digital Role Play?

There are several elements to be considered here, but the primary component is increasing effectiveness training. This is accomplished when it is designed as situational while taking into account the mix of variables that define the “situation” in order to understand which skills can reasonably be linked to the exercise.

 

You have to identify the most important skills to train by selecting the ones that, if well managed, lead to a better performance in the role’s KPI.

Here are some criteria to identify the skills set:

  • The type of conversation
  • The topic of the conversation
  • They type of character with which the conversation is taken
  • The role of the trainees

 

Those elements define the situation and each situation shall be dealt with in a preferred leadership style, which will attract certain skills and relevant behaviors. Then, once the skills are identified, the plot will be developed (what turns a situation into an actionable story) by turning well-graded and well-shaded behaviors into storytelling dialogues.

Grading and shading of the behaviors can be done using the six criteria shared above.
When designing the dialogue, it is very important to assign one or more skills to each passage, ensuring that every skill is checked multiple times (around 10) along the entire story to ensure a more precise measurement.

 

An important consideration to keep in mind is that the weighted aggregation of behaviors in the skills must be done at the time the DRP is designed, since it is strictly related to the meta-narrative of the storytelling.

After that, it is always possible to re-aggregate the skills in personalized competencies models through an analysis of the meaning of the individual behaviors of a skill and of the skills themselves. To explain this point, let’s see what happens when you choose ready-made Digital Role Plays and you need to connect the trained behaviors (and skills) to your personalized competency model.
In this case, we start from the skills and their shades of behaviors, and we connect them to the competencies possible in a well-weighted manner.

 

Every skill is made by two or more observable behaviors (OB) that contribute to the score of their related skill with different weights. They can have more or less the same importance as you see in Figure 4 on the left or there can be an OB way more important than the other(s) like you can see on the right (expressed in weighted percentage).

 

Figure 4: Observable behaviors with different degrees of importance are aggregated to create a skill

 

The upward aggregation of skills into competencies can be done by analyzing the meaning associated with the skills (and to the subsequent observable behaviors) and searching which skill(s) can contribute to the description of a certain competency.

Since skills (and, more so, observable behaviors) are the most elementary piece of the model, it is normally quite easy to find a way to bring several skills together to match the content of a competency. As we have seen, this operation can be done by excluding, aggregating and balancing the available skills in the desired competencies.

 

Conclusions

Let’s draw a conclusion.
On one side, in order to provide an actionable meaning to a competency model, whatever it is, it is paramount to clarify the meaning of each of its components and, most of all the relationship between the different building blocks.
On the other side, it is important to relate the entire competency model to some actionable form of measurement and development, to make sure that people in the organization can recognize it as a meaningful way to orientate behaviors along the way.

 

The most actionable learning strategies normally come with some sort of role-playing, such as Digital Role Play. When the design of such tools is well crafted, it is quite straightforward to leverage the smallest bricks of a competency model to develop powerful soft skills training solutions that fit any model upwards.

Finally, it is therefore fundamental to carefully choose those Digital Role Play solutions that work on observable behaviors that are well aggregated in a comprehensive skill map, since they can be more easily integrated into proprietary competency models.

If you are interested in learning more about designing a balanced curriculum for training soft skills in an actionable way, I would recommend reading this article (“A Curriculum for Conversational Leadership”).

Of course, we would be delighted to show you SkillGym’s solution in a 1-hour discovery call.

 

BIBLIOGRAPHY

• On classifier domains of competence, E.B. Mansilla; Tin Kam Ho. Check here
• What Is Competence? FRANCOISE DELAMARE LE DEIST & JONATHAN WINTERTON, Human Resource Development International, Vol. 8, No. 1, 27 – 46, March 2005. Check here
• University of Texas School of Health. Check here
• Toward a Common Taxonomy of Competency, Domains for the Health Professions and Competencies for Physicians. Robert Englander, MD, MPH, Terri Cameron, MA, Adrian J. Ballard, Jessica Dodge, Janet Bull, MA, and Carol A. Aschenbrener, MD. Check here

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How Practicing on Digital Role Play Improves Performance: a Case Study

 

Is leadership a prerogative of managers only?

We believe that leadership skills are not just a domain of management, since they can be expressed in various activities like listening, motivating and driving whatever the person we have conversation with.

They have the power to shape the context and achieve objectives. So, if well practiced, conversational skills can help any role to achieve leadership.

 

In this case study, we will see what happens when practice is for sales people. Our objective was to identify if there is a correlation between the use of a Digital Role Play and the increase of job performance in the trainees.

For this purpose, the number of sales actually made by each agent after the training is a suitable and tangible element to rely on, especially because it is compared with their performance before the training, and with the performance of a control group who did not train with a simulator.

 

Measuring impact of soft skills training is difficult

Measuring soft skills is often a difficult task, and even more difficult is to measure the effect of a soft skills training with real-life indicators, such as the impact on sales.
Identifying the ROI of a training course is a struggle for all trainers and coaches around the world due to the missing immediate correlation with real, tangible results.

That’s why we have implemented a methodology based on a simulation of a real-life situation, with a specific learning design and accurate analytics, where users have to use the same skills from their everyday practice, measured by the software.

 

Identifying the ROI of a training course is a struggle for all trainers and coaches around the world.

 

Why digital?

Role play is an important resource for the development of soft skills, since it allows the learners to practice the critical conversations of their role and discuss the outcomes of this experience. Universal issues associated with this methodology are the necessary time commitment and difficulty in scalability, which relegate it as a niche tool or as a resource targeted only toward high-level and expensive training throughout most of the world.

A Digital Role Play is easily scalable, thus letting a greater number of learners profit from it, also relieving them from the time and location constrictions.

 

How Digital Role Play works

The SkillGym simulator is an interactive movie operated by artificial intelligence in which the user engages in a conversation with a virtual but authentic character in a context specifically designed to challenge his skills.

The dialogue between the user and the customer takes place by selecting from a set of questions and answers, which are designed to fit the most common communications styles and possible mistakes related to good communication rules as well as the selling model created by the company.

Each sentence that the user can choose represents one or more observable behaviors and allows the flow of the conversation to follow one’s own style and topics. If the user would not use any of the three sentences presented, he is encouraged to select the one he feels is the closest to his style.

 

The interface is clear and self-explanatory, so the user does not have to learn how to use the tool and can concentrate on the experience and the contents. It is also possible to activate subtitles and voice-over if needed.

Before and after every user interaction, the customer is “alive” and waiting so that the user can analyze his body language to understand if he is comfortable, under stress, etc.
Even if we aim to reproduce a real-life situation where time matters, the user has the possibility to pause the simulation if he needs to manage an important task that emerges during the training.

 

Simulation Based Learning (SBL) [1] is a rapidly growing paradigm in education. From the days of simple hyperlinked versions of textbooks, digital learning systems have evolved to complete simulation environments in which students are placed in complex, life-like situations.

It has been shown that these systems provide definite advantages in terms of learning efficiency [2][3].

 

Role play is an important resource, but the issues of time commitment and difficulty in scalability relegate it as a niche tool for high-level training. Until today.

 

Our experience

The Digital Role Play we proposed consisted of two different scenarios about a sales meeting: one about distance selling (by phone) and one about face-to-face selling. The products considered were a car insurance policy and a comprehensive household insurance policy.

We have trained a group with the simulator and a control group with a different, classical training methodology.
After six months, we compared the results before and after the training of the two groups, also comparing their real-life sales results in terms of quotes and sales.

 

An example of a SkillGym simulation

 

Our objective was to identify if there is a correlation between the use of a Digital Role Play vs traditional learning, and the increase of conversion rate in the trainees.

 

The numbers

The whole analysis involved 13,755 salespeople from a banking and insurance company, from eight different facilities all around the country.
During the training period, 23,909 simulations were made, with an average of 5 simulations completed per user.

The maximum possible score was 100; the average score was 52.6 and the average best score for the users was 68.
With regard to diligence and performance, 15% of the SkillGym users completed at least 10 simulations (2 times the average). Of that group, 21% reached a best score equal to or greater than 85.

 

Virtual sales results improved

As a first step, we compared the average score attained by the simulator users at the beginning and at the end of the training period.
For the simulator that mimics a phone sale, we observed an increase in the average score reached by users from 19 to 47 points.

 

The face-to-face simulator showed a similar trend, but with higher results. Users scored an average of 30 at the beginning of the training and an average of 71 at the end.
This score represents the confidence of the user, i.e., his ability to face the virtual interview like a routine task without too much stress and with a clear process in mind.

This data demonstrates that the trainees actually improved their virtual sales confidence by using Digital Role Play.

 

Figures 1 and 2 show a detail of the average score for each phase of the interviews at the beginning and at the end of the training activity.

 

(Fig.1) Average results for each phase of the interview – phone meeting simulator

 

(Fig.2) Average results for each phase of the interview – face-to-face meeting simulator

 

Real-life performance improved too!

As a second step, we compared the evolution of salespeople’s real-life sales results between the group who trained with the simulator and the control group who did not use it.
The group who trained on the simulator managed to conclude a customer meeting with a quote 76.8% of the time, while the control group concluded a customer meeting with a quote only 50.5% of the time, indicating a difference of 26.3 percentage points.

 

With regard to actual sales, the group who trained on the simulator managed to conclude a customer meeting with a sale 26.7% of the time, while control group did it only 18.3% of the time, resulting in a difference of 8.4 percentage points.

Moreover, we analyzed the performance of a smaller sample on the gross sales made by 1,150 salespeople. In the period studied, the increase of the gross sales made by the group who trained on the simulator was 42%.

This is a pretty good result considering that in the same period, the overall average increase of gross sales was only 17%.

 

Impact on quotes and sales

 

People who trained with SkillGym Digital Role Play achieved better real-life results as compared to the control group.

 

Diligent users sell more

We considered a user as “diligent” when he/she completed more than 10 simulations. To compare “diligent” and “non-diligent” users, we excluded the facilities that had less than 100 “non-diligent” users, because it wasn’t significant enough.

So, for this particular analysis, we have considered only three out of the eight company facilities.

In the three cases studied, diligent users always sold more than non-diligent users (32.4% vs. 30% in the first case, 29.9% vs. 25.9% in the second, and 29.4% vs. 25.3% in the third).

 

 

Efficient users sell more

We considered a user as “efficient” when he/she reached a best score of at least 85%. To compare “efficient” and “non-efficient” users, we excluded the facilities that had less than 100 “non- efficient” users, because it wasn’t significant enough.
In only one out of eight facilities did the efficient users sell 2% less than non-efficient users.

In all other cases, “efficient” users sold slightly more than “non-efficient” users, as shown in the figure below.

Efficient users sell more

 

The importance of authenticity

The simulators used in this training activity are designed with authenticity and realism in mind. They follow the company’s selling model while using cases experienced in real life by subject matter experts when creating the stories and the scripts.

The skills trained in the simulators (the ones needed to achieve good performance in the virtual interviews) are the same that salespeople will use in real life.

This is why we believe that the SkillGym methodology allows people to “train by doing” in a virtual environment that is absolutely authentic and realistic, so that the improvement they gain in the simulators can be transferred to real life.

 

It’s always great to witness how SkillGym impacts real life behaviors. This case study is simply amazing: performance had a huge impact on people, turning those who took the practice seriously into real Leaders of their role and profession.

 

You may want to read another article (“10 Reasons Why You Should Consider SkillGym for Your Next Leadership Development and Maintenance Program”) in which we outline, in more general terms, how the introduction of SkillGym can be beneficial for your organization.

And if you want to test SkillGym, please book a 1-hour discovery call here.

 

Bibliography

[1]  S. Barry Issenberg, William C. McGaghie, Emil R. Petrusa, David Lee Gordon, and Ross J. Scalese. “Features and Uses of High-Fidelity Medical Simulations That Lead to Effective Learning: a BEME Systematic Review”. Medical Teacher, 27(1):10{28}, 2005.
[2]  Margaret Bearman, Debra Nestel, and Pamela Andreatta. “Oxford Textbook of Medical Education”. Oxford University Press, 2013.
[3]  De Ascaniis S., Cantoni L., and Sutinen E. and Talling R. “A Lifelike Experience to Train User Requirements Elicitation Skills. In Design, User Experience, and Usability: Understanding Users and Contexts.” DUXU 2017. Lecture Notes in Computer Science, vol. 10290. Springer, Cham, 2017.

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Using Situational Leadership to Manage Different Types of Conversations

 

Is there a “one best way” of leading people?

In 1911, F.W. Taylor stated that there is not a “one best way” of organizing all the possible tasks, but each one should be analyzed and engineered to find ITS OWN best way of doing it, which may differ from one to another, thus creating Scientific Management.

We can take this as a starting point and similarly ask: is there a “one best way” of leading people? The answer, of course, is no, but there is a best leadership style for any given situation.
Thus, a leadership style should be intended as a tool, not only a personality trait.

 

Is there a “one best way” of leading people? The answer, of course, is no, but there is a best leadership style for any given situation.

 

Let’s take a closer look at leadership theories

There are many theories about leadership, all trying to define the traits of the excellent Leader according to different criteria. Based on what defines a good Leader, we can group them in macro-categories, and our learning design mainly relies on situational leadership, according to which a Leader should choose the best attitude and action plan based on the context within which he is operating.

 

In addition, we can identify three macro-styles of leadership according psychologist Kurt Lewin, who developed his framework in the 1930s, thus providing the foundation of many of the approaches that followed.

  • Autocratic leadership consists of making decisions without consulting the team members, even if their input would be useful. This can be appropriate when you need to make decisions quickly, but can be demoralizing for the team.
  • Democratic leadership includes team members in the decision-making process. This style is not suitable when a quick decision is needed, but generates satisfaction and high productivity.
  • Laissez-faire is a style in which a Leader gives freedom on how to do the job and on the deadlines, while providing support and advice if needed. This autonomy can lead to high job satisfaction, but can be counterproductive if the team members lack the knowledge, skills or self-motivation to do their work effectively.

 

Some years later, Daniel Goleman, Richard Boyatzis, and Annie McKee described six distinct leadership styles that are nicely summarized in this graphic (source).

 

 

A good Leader is not always the same, but must be able to read the context and implement different styles of leadership according to it.

 

 

The importance of emotional intelligence

Before defining the best leadership style for each situation, we must point out that to apply situational leadership, emotional intelligence must be fundamentally understood and used, i.e., the ability to recognize our own emotions as well as the emotions and feeling of others, label them appropriately and use this information to guide our thinking, behavior and attitude.

According to a study performed by D. Goleman, “Executives who lacked emotional intelligence were rarely rated as outstanding in their annual performance reviews, and their divisions underperformed by an average of almost 20%”.

 

Thus, knowing and applying emotional intelligence is the first step to being a better Leader and to using situational leadership.

The model introduced by Goleman defines the emotional intelligence as a wide array of competencies:

  • Self-awareness: the ability to recognize and label our emotions, values and goals, and identify  their impact on others during our management activity
  • Self-regulation: the ability to control our emotions and adapting to different scenarios
  • Social skill: the ability to efficiently managing relationships to drive people to the goal
  • Empathy: the ability to be in another person’s shoes, thus considering their feelings in our decision-making process
  • Motivation: the ability to set and maintain a drive on the achievement of the goal

 

Goleman suggests that everybody is born “with a general emotional intelligence that determines his potential for learning emotional competencies”. In fact, emotional competencies can be learned by study and practice, which is also an important point at the basis of the SkillGym methodology.

By practicing in a safe environment specifically designed to train these aspects, every user can improve his emotional intelligence and related competencies, while applying the most suitable leadership style.

 

Each situation, its own style

In the next section, based on the different theoretical approaches, we will show the best leadership style to efficiently manage a situation that you could encounter in real life and in SkillGym’s Digital Role Plays.

 

Crisis situations

In crisis situations, when a fast change is needed or if a problem arises with an employees, a commanding, coercive leadership style is the most effective approach. This style often depends on orders, punishment and tight control.
It can have a negative effect on a team, so Leaders must know when to stop using it, usually immediately after the critical situation is over.

 

Typical aspects of the best leadership style in this context:

  • Give lots of directives
  • Rarely seek any input from the team
  • Control tightly through constant monitoring
  • Use negative feedback
  • Motivates others by emphasizing the consequences of doing a bad job

 

This approach is most effective:

  • When tasks are straightforward
  • When the team needs clear direction and the Leader has more information than the collaborators
  • When not doing it will result in serious consequences, such as safety and health issues
  • With underperforming individuals when other strategies have failed

 

This approach will not work well in complex situations and with highly skilled team members.

 

Times of change

Situations in which a new direction is needed or a turnaround is on the way, are well managed with an authoritative, visionary leadership, since there is the need to inspire and motivate people toward a common goal. The Leader will tell them where they’re all going, but not how.
Empathy is the most important aspect here, but keep in mind that this style is less likely to be effective when you’re working with a team more experienced than you.

 

Typical aspects of the best leadership style in this context:

  • High use of facilitation technique
  • Individuals’ perspective on the vision is requested and considered
  • Use of a wide array of methods (both positive and negative) to enhance tam’s motivation and performance

 

This approach is most effective when:

  • A new vision or clear direction is needed
  • The Leader believes in the vision
  • The Leader is self-confident, self-aware and empathic to others

 

This approach will not work if the Leader is not viewed as credible by the team.

 

Conflict and stressful times

When the team is experiencing tension or conflict or in presence of trust problems, an affiliative style will help to promote harmony within the team. The Leader has to take in account the emotional needs of all the people and be positive.

 

Typical aspects of the best leadership style in this context:

  • The Leader places more emphasis on the individuals than on the task
  • The Leader shares his emotional challenges with the team members in an appropriate manner
  • Correct behaviors and task delivery are rewarded

 

The approach is most effective when:

  • The team requires direct assistance
  • When used together with other leadership styles like coaching or visionary
  • Team’s emotional needs and concerns are clear and shared

 

This approach will not work in complex situations where clear directions are needed, if the Leader lacks empathy and when the team or individual performance is weak.

 

Supporting growth

Whenever a collaborator needs coaching or mentoring to develop some skills in the medium term or there is a misalignment in behaviors, skills, etc., a coaching leadership style is suitable because it connects people’s personal goals with those of the organization.

A Leader using this style has to be empathic and focus on developing others. The coaching is usually expressed in having critical conversations, often informally, and has a positive impact because it’s motivating and helps to establish rapport and trust.

 

Typical aspects of the best leadership style in this context:

  • The Leader helps the team member to identify their strengths and weaknesses with the context of their aspirations
  • The coach/mentor provides on-going support, challenges and feedback
  • In some contexts, it may trade off short-term performance for longer-term development

 

The approach is most effective when:

  • The coachee acknowledges a gap between the “here and now” and where he would like to be
  • Team members are motivated to take initiative, be innovative and take risks

 

This approach will not work in crisis situations, when there is no time to invest in longer-term development of individuals and when individuals are seeking direction and feedback.

 

Building harmony

When there is a need to onboard the collaborators on a new idea, build consensus and gather the input of the team, a democratic leadership that focuses on collaboration and listening is the best approach.
The Leader has to involve the team in problem solving and decision making, and eventually teach the members the skills they need.

 

Typical aspects of the best leadership style in this context:

  • Team members are invited to make decisions affecting their own work
  • Decisions are made by consensus
  • Many meetings are held to gather team’s concerns
  • Adequate performance is rewarded and negative feedback is rarely used

 

The approach is most effective when:

  • The team members are competent
  • There is enough time to manage the meetings
  • Team members don’t have a passive attitude

 

This approach will not work in crisis situations, when there is a shortage of time and with people who are inexperienced or uninformed about a situation.

 

 

Getting good results

When the focus is on performance and goals and high standards are expected, the Leader should apply a pacesetting leadership style.

The Leader who chooses to rely on this style must learn how to improve the skills of the team using Kaizen techniques, train them properly and coach them whenever needed.
To maintain team motivation, it is advisable to share the vision and clear expectations.

 

Typical aspects of the best leadership style in this context:

  • The Leader holds and exemplifies the high standards he requests of the team
  • Asks the team to work faster and better
  • Poor performers are pinpointed

 

The approach is most effective when:

  • Team members are motivated and competent
  • Team members need little direction or management
  • Quick results are required

 

This approach will not work if team members have a strong need of vision, personal development and management or are poor performers. Using this style can have a negative effect on the team if overused or used for a long time since it can lead to burnout, exhaustion and high turnover.

 

 

Experimenting in a safe, virtual environment

Considering what we have said up to this point, we can conclude that a good Leader is not always the same, but must be able to read the context and implement different styles of leadership according to it.
The leadership in any context is expressed by words, attitudes and gestures. In fact, it’s within a situation that things, gestures, words and attitudes gain a meaning.

 

When providing soft skills training, role play is one of the most effective strategies because it allows learners to practice a difficult conversation in a protected environment, while having the opportunity to discuss outcomes and receive personalized feedback.

In this context, the situation that is depicted in the simulator is very important and is part of the training experience.

Carefully practicing on the most common and the most critical situations that can happen in real life helps to build confidence in the trainees and generates a “Deja-vu” effect in the most efficient way.
The dialogue between the user and the character of a SkillGym Digital Role Play takes place by selecting from a set of questions and answers that are designed to fit the most common communication styles and possible behaviors.

 

Each sentence represents one possible application of the requested skills and allows the conversation to flow according to one’s own style and topics. If the user would not use any of the three sentences presented, he is encouraged to select the one he feels is the closest to his style (more on SkillGym skill set in this article “8 Ways Your Skills Will Improve by Practicing on Digital Role Plays”).

Since the possible canvas of different situations to practice critical conversations is potentially endless, here at SkillGym, we decided to apply the Pareto rule -also known as the 80/20 rule- to define which specific topics or issues we would use in developing each new plot, thus efficiently selecting the most common and the most critical situations that could happen in real life.

 

Finally, it is common practice to aggregate skills or behaviors into broader classifications referred to competencies. Naturally, we also apply this practice at SkillGym.

You can read about our approach in detail in this article (“A Curriculum for Conversational Leadership”) about our Leadership Curriculum.

For the user to achieve the best possible outcome in managing the situation in the Digital Role Play based on the learning objectives, the most suitable leadership style (as theorized by Goleman in this theory about the six styles of leadership) must be chosen.

 

Would you like to try these different leadership style in a virtual environment? You can book a 1-hour discovery call here.

 

 

Bibliography

  • Gill, R, Theory and practice of leadership. London: SAGE Publications, 2011
  • Goleman, What Makes A Leader, best of Harvard Business Review 1998
  • Goleman, Leadership That Gets Results, Harvard Business Review Classics, 2011
  • Boyatzis, R., Goleman, D., & Rhee, K. (2000). Clustering Competence in Emotional Intelligence: Insights from the Emotional Competence Inventory (ECI). In R. Bar-On & J.D.A. Parker (eds.): Handbook of Emotional Intelligence (p. 343–362). San Francisco: Jossey-Bass.
  • Six Emotional Leadership Styles
  • Leadership Styles –Daniel Goleman et al

 

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Building Authentic Characters for Effective Digital Role Plays

 

The importance of authenticity

Authenticity is crucial to working in a realistic experience with the emotional aspects, and it is one of the key elements in the learning design of each simulator.

By authenticity we mean that the simulated experience is as close as possible to real life since it contains the same elements, resources and limitations that the user would have in his everyday experience.

Moreover, and most importantly, it’s also paramount to consider the character’s reaction and attitude, the words he uses to describe the situation, and his opinions after the meeting. For this, we rely on well-accepted and recognized psychometric models that ensure that the Digital Role Play experience has the same learning value as a real one.

 

The three dimensions of a SkillGym character

Creating such authentic characters is one of the most important parts of our job.

Each time we build one of the characters that you will meet virtually in SkillGym, we outline three dimensions around which the plot is deployed:

1. The character’s social background, describing his age, sex, marital status and so on
2. The character’s needs
3. The character’s personality, the third and most critical aspect

 

The key to efficient Digital Role Play is having characters who have a consistent behavior and who reflect the most common counterparts you can find or the most difficult ones to face.

 

Human’s pursuit of needs

To describe our characters’ needs, we rely on the hierarchy depicted by Abraham Maslow.
Maslow’s hierarchy of needs is a motivational theory in psychology comprising a five-tier model of human needs, often depicted as hierarchical levels within a pyramid.

Maslow’s Hierarchy of Needs (source)

 

This five-stage model can be divided into deficiency needs and growth needs.
Each SkillGym character comes with two different layers of needs belonging to any of those levels according to the needs of the plot and of the situation.

This allows for our characters become real, bringing to the stage the same features as any human being:

  1. Their explicit needs, clear and evident needs that come out naturally during the conversation as the primary expression of the characters
  2. Their implicit needs, the subtler and not immediately shown impulses, that have to be discovered and considered by the user during the simulation to make sure that the conversation becomes truly fruitful

 

Each SkillGym character is a complex individual, making the experience of a conversation not just a mere exercise of techniques, but a deep dive into listening to other people to understand their hidden triggers, motivations and fears.

We believe this is the only way to go through a shallow relationship that regularly does not lead to results.
Training on SkillGym means developing the awareness of the other, which in turn, develops our own self-awareness.

 

Forging the personality of a Digital Role Play Character

To create realistic and reliable characters, each time we design the key tracts of their personality, we refer to well-established models that are widely accepted worldwide and that help to define the most important elements of how those character will behave and think.

We find it particularly useful to refer to widely accepted models, because they already have a wide application in different contexts and also are well-known and used for different purposes like assessment, analysis, change management, strategic decisions, etc.

 

The three models we normally refer to are the DISC, the HBDI (also known as Whole Brain) and the MBTI.
They vary in terms of purpose, angle of observation and meaning in what they try to describe.

This makes their integration even more interesting, because it is possible to take advantage of their differences synergistically.

 

We don’t intend to delve deep into each model in this article. If you would like to learn more about their backgrounds and details, the internet provides numerous sources of great information on these models.
At this juncture, we’d like to present how you can recognize some traits of each model in the psychometric structure of SkillGym characters.

 

The DISC model is a popular assessment tool that focuses on how people behave in a particular situation, and how they are perceived by others.
It’s a four-factor model in which the four dimensions are coded by a color and a letter: D for Dominance, I for Influence, S for Steadiness and C for Conscientiousness.

According to this model, a person is usually one-color-dominant and can be associated to mainly one of the four dimensions.

This chart clearly shows the model and its four profiles.

A schematic description of the DISC model (source)

 

The HBDI is based in the Whole Brain Thinking methodology, and it is another four-factor model.
Unlike the DISC that focuses on people’s behaviors, the HBDI focuses on how people process the information and on their thinking preferences.

That’s why people described with this model usually are not one-color defined, but they relate to more than one dimension, with different weights.

This chart shows the model and its four selves based on their thinking preferences.

 

A schematic representation of the HBDI model (source)

 

 

The MBTI model (sometimes called 16-personalities) is based on the theory of psychological types described by C. G. Jung, and identifies 16 different personality types based on the differences in the ways people prefer to use their perception and judgment.

The combination of many factors determines the profile. In brief, here are the factors considered: favorite world (Extraversion or Introversion), information (Sensing or Intuition), decisions (Thinking or Feeling) and structure (Judging or Perceiving).

This chart shows all 16 personalities in what is called a “type table”.

 

The 16 personality types listed in a “type table” (source)

 

SkillGym characters are inspired by well-known psychometric models that ensure that the Digital Role Play experience has the same learning value as a real one.

 

Like a real human being, each of our SkillGym’s characters behaves, thinks, sees the world, makes decisions and processes information in a distinctive way that can somehow be described consistently and according to the angles provided by the above models.

 

Without being the result of the mere application of each single model -SkillGym is NOT an exercise of style or the by-product of a modelized theory.
Each character becomes authentic and sustainable because it is the result of careful crafting around the most fundamental elements driving human beings.

This is the same that the most widely-accepted psychometric models and theories define and describe.

 

What about characters’ backgrounds?

Surely the personality of the character drives his behavior during the simulation, but also his previous history and background have a role in how he behaves in a conversation.

That’s why the complexity of a human-to-human conversation in our digital roleplay is also reflected in the availability of details given to the user before the meeting.

 

Thus, before starting, the user is encouraged to read the details about the character (including his social background, his personality and approach as well as his hierarchy of needs), where and why the conversation will take place (physical location, what role the trainee is going to play) and other details about the context (such as the scope of the conversation and any intermediate goals to be achieved).

This allows the learner to apply his skills and decide on a strategy just as he would normally do in real life.

 

Each situation, one style

When providing soft skills training, role play is one of the most effective strategies because it allows learners to practice a difficult conversation in a protected environment, while having the opportunity to discuss outcomes and receive personalized feedback.

In this context, the situation that is depicted in the simulator is very important and it is part of the training experience.

 

It’s within the situation that things, gestures, words and attitudes gain a meaning. Here we find it very useful to refer to the situational leadership theory, by which there is no single “best” style of leadership.

Effective leadership is task-relevant, and the most successful Leaders are those who adapt their leadership style to the performance readiness (ability and willingness) of the individual or group they are attempting to lead or influence.

 

Careful practice in the most common and the most critical situations that can happen in real life helps build confidence in the trainees and generate a “Deja-vu” effect in the most efficient way.

 

The dialogue between the user and the character of a SkillGym Digital Role Play takes place by selecting from a set of questions and answers that are designed to fit the most common communication styles and possible behaviors.

 

 

Each sentence represents one possible application of the requested skills and allows the conversation to flow according to one’s own style and topics.
If the user would not use any of the three sentences presented, he is encouraged to select the one he feels is the closest to his style.

In any case, the character will react according to a number of factors that are governed by SkillGym’s smart algorithm and consider all the elements, including the personality structure that builds up the specific character.

Thanks to SkillGym’s Augmented Replay, all the nuances of the character’s reactions and nonverbal communication can be reviewed in detail after the conversation has been played:

 

The “Augmented Replay” showing the body language of the character in details

 

The “Augmented Replay” showing the mood of the character according to the reference model

 

The importance of theoretical foundations

Since the very beginning of our research on human behaviors and leadership styles, we were absolutely convinced of the importance of building Digital Role Play’s character on solid theoretical foundations.
And facts have shown that we were right.

In fact, each of us faces other people daily and each of them carries a very complex structure of personality and a mix of traits that contribute to the perception that we build about the others, even if most of us do not immediately recognize it.

Designing a training tool as delicate and complex as a Digital Role Play without considering those little, but so important nuances of human beings, would spoil the entire exercise and cut off all the value that human-to-human interaction can provide to self-growth.

 

For those of you who are interested in knowing more about how we bring together these fascinating behavioral concepts with the most advanced and cutting-edge technology, we have written a very interesting article (“How AI Helps Delivering a Better SkillGym Training Experience”) telling the story behind our AI algorithms.

More on the leadership style models that we consider when developing a Digital Role Play can be found in this article (“Digital Role Plays, the Best Way to Develop Conversational Leadership”).

Finally, to experience the result of this methodological and technological journey, the best thing to do is to book a 1-hour discovery call of SkillGym Digital Role Play.

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Learning Theories Support SkillGym Methodology

 

Why adult education is different

Adult education is very different from education that we all received in school in terms of purpose, motivation, and roles.

The usual comparison is made between Pedagogy and Andragogy, but in this chart we want to summarize the main differences that every adult trainer should be clear about during his activity.

 

In school As an adult / on the job
The learner is … dependent on the teacher and the program self-directed and responsible for his own learning
Learner’s experience is… absent or very low, needs to be expanded rich, and has to be considered and addressed as a resource
The motivation to learn is… mostly external, often triggered by grades and sometimes competition mostly internal: self-realization, recognition, solving a problem
The readiness to learn… is “push” in that students are told what to learn is “pull” and can be triggered by a change in their lives, the desire to manage a task better, etc.
Learning needs are… mostly subject-centered and not always clear to the learner connected to their professional or personal issues and goals
The expected outcome is… good grades, achieve the next level of mastery to improve oneself, filling knowledge gaps, and/or better quality of life

 

Adults learners need to know why they have to learn something, and what advantages will they have once they have learned it.

 

How to efficiently teach to adult learners?

This is the main question that drives our learning design. We rely on Andragogy as theorized by Malcolm Knowles [4][5] to create engaging and effective training experiences.

In brief, this theory states that adult learning should recognize and appreciate the existing experience of the learner, has to be practical and problem-centered, and related to topics relevant for their work or personal life. Also, learners should be involved in planning and evaluation.

That’s why in our simulators, the learner is immersed in a realistic situation close to this job context in which he has to use his existing skills at his best to achieve the assigned objectives.

 

The self-evaluation and the learning plans ensure that the learner is involved in every phase of the learning process. Moreover, all the scripts are created in collaboration with an SME (Subject Matter Expert) who works in similar situations and provides us with real-life situations and wording to ensure an experience as close as possible to a real one.

Adult education should recognize and appreciate the existing experience of the learners, be practical and problem-centered, and related to topics relevant for their work or personal life.

 

How to implement an experiential approach in learning?

Another important part of our methodology is based on the Experiential learning theory by D.A. Kolb, stating that learning is the process where knowledge is created through the transformation of experience. The theory proposes a cyclical model of learning, made of four steps: experience, observation, reflection, experimentation.

This theory drives the UX in our simulators since the user has to complete the conversation, do a self-evaluation to analyze his performance, deep dive in a conversation already completed to reflect on his actions and do another simulation to apply what he has learned.

 

An example of self-evaluation proposed after a simulation

 

 

The “Augmented Replay” where the user can analyze his performance and mistakes

 

Why it is important to leverage previous experience of adult learners?

We talked about how important the previous experience of the learner is in SkillGym methodology. Another theory backing this idea is the Functional context theory, as theorized by Sticht. Students learn best when instruction is based on a prior knowledge base, making use of long-term memory.

 

Instructional strategies must be developed that require students to make use of their language and problem solving skills.

This is what we have in mind when we build the objectives for each story: the problems to be solved are created to leverage and improve the existing skills, through a critical conversation that requires the use of communication skills at their best.

Instructional strategies must be developed that require students to make use of their language and problem solving skills.

 

Why simulation is a key aspect of SkillGym methodology?

To answer this question we can rely on many theories. In addition to the principles of Andragogy that point towards an experiential and problem-based training for adult learners (which we addressed above), we should mention the Simulation theory by Goldman and Shanton, who affirm that simulation has a role in mind reading, memory, and prospection.

In particular, mind reading involves the imitation, copying or re-experience of the target’s mental processes. Another theory supporting the value of simulation over other, more passive methodologies, is the Information Processing Theory by Craik, Lockhart and Bransford.

 

According to this theory, the information is processed in various ways (perception, attention, labelling, and meaning), thereby impacting the ability to access the information later on. This means that the information will be more easily retrieved if the way it is accessed is similar to the way in which it was stored.

So learning something in a simulation will let the learner recall it more easily in a later situation similar to the simulated one.
Following Csíkszentmihályi’s theory of Flow state during learning, there are eight mental states that can happen during learning.

 

Flow is what learners experience when engaged in an activity that is challenging their skills level, resulting in immersion and concentrated focus that can result in deep learning and high levels of satisfaction.

Training on a SkillGym simulator keeps the learner in the “flow” state as much as possible thanks to its realistic and interactive approach.

 

A simulated conversation with a colleague

 

Flow is what learners experience when engaged in an activity that is challenging their skills level, resulting in immersion and concentrated focus that can result in deep learning and high levels of satisfaction.

 

Why the feedback given from the virtual character is important in improving user’s skills?

The feedback gives the unique possibility to see what the counterpart could think about our performance once the conversation is over. This is an information that is impossible to have in real life, and represents one of the most important triggers for the user to generate powerful questions for himself or his trainer (i.e. “Why didn’t the character accept my point?”, “What did I do wrong?”, etc.).

 

The Operant conditioning by Skinner states that behaviors that are reinforced will tend to continue, while behaviors that are punished will eventually end.

The feedback is a great opportunity to reinforce positive behaviors (by acknowledging the acceptance from the counterpart) and remove negative ones (by realizing what the REAL outcome of bad behaviors is on the other person).

 

After this qualitative feedback, the user is presented with quantitative feedback that shows numerical results about general performance, self-assessment coherence, and efficacy in each phase of the conversation.

The system also provides a representation of the performance in each phase and shows if the objectives have been achieved or not. This tool is useful to identify the areas of strength and weaknesses as well as to monitor the improvement and the actual removal of negative behaviors.

 

The same colleague commenting on the conversation later, during a phone call to a friend

 

What is the best way of measuring user’s soft skills application?

This is one of the most discussed topics in soft skills training. The terms “competence”, “skill”, “behaviors”, etc. are interpreted many different ways.

The Psychological Behaviorism as theorized by Staats explains that a person’s psychology can be explained through observable behavior.

 

That’s why we describe the skills as very clear observable behaviors, which degrade as the user’s performance deteriorates. Moreover, the skills used in a simulator can be grouped into competences to fit different training needs and contexts.

 

The importance of Gamification

Malone et al. theorized that the engagement gamers experience can be translated to an educational context to improve learning and influence student behavior.

Some elements to be included are: narrative, feedback, fun, scaffolded learning with challenges that increase, progress indicators like points and badges. All of these elements are present in the SkillGym user experience.

 

The quantitative feedback of a conversation that had a bad outcome

 

All the theories described in this article have been widely dealt with in their authors’ books.

In the attached bibliography, you can find all of the references if you want do enhance your knowledge about these topics.

Feel free to comment below or book a 1-hour discovery call of SkillGym.

 

Bibliography

  1. S. Barry Issenberg, William C. McGaghie, Emil R. Petrusa, David Lee Gordon, and Ross J. Scalese. “Features and Uses of High-Fidelity Medical Simulations That Lead to Effective Learning: a BEME Systematic Review”. Medical Teacher, 27(1):10{28}, 2005.
  2. Margaret Bearman, Debra Nestel, and Pamela Andreatta. “Oxford Textbook of Medical Education”. Oxford University Press, 2013.
  3. De Ascaniis S., Cantoni L., and Sutinen E. and Talling R. “A Lifelike Experience to Train User Requirements Elicitation Skills. In Design, User Experience, and Usability: Understanding Users and Contexts.” DUXU 2017. Lecture Notes in Computer Science, vol. 10290. Springer, Cham, 2017.
  4. M. S. Knowles, The Modern Practice of Adult Education: From Pedagogy to Andragogy. Englewood Cliffs: Prentice Hall/Cambridge.
  5. M. S. Knowles et al. Andragogy in Action: Applying Modern Principles of Adult Education. San Francisco: Jossey-Bass.
  6. M. S. Knowles, E.F. Holton, R.A. Swanson. The Adult Learner: The Definitive Classic in Adult Education and Human Resource Development. Burlington, MA: Elsevier.
  7. Sticht T. G. Functional Context Education. Workshop Resource Notebook.
  8. Sticht T.G. Functional Context Education: Making Learning Relevant.
  9. K.Shanton, A. Goldman. Simulation Theory. fas-philosophy.rutgers.edu
  10. C. D. Morris, J. D. Bransford, J.J. Franks, Levels of Processing Versus Transfer Appropriate Processing. Journal of Verbal Learning and Verbal Behavior.
  11. F.I. Craik, R.S. Lockhart. Levels of Processing: A Framework for Memory Research. Journal of Verbal Learning and Vrbal Behavior.
  12. D.A. Kolb. Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs, N.J.: Prentice-Hall, Inc.
  13. M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience. New York, NY: Harper Perennial.
  14. T. W. Malone. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Pipeline, 6(2), 50.
  15. Y. Yang. Three Questions to Ask Before You Embark on Gamification. eLearn.
  16. M. Leaning. A Study of the Use of Games and Gamification to Enhance Student Engagement, Experience and Achievement on a Theory-Based Course of an Undergraduate Media Degree. Journal of Media Practice.
  17. B. F. Skinner, About Behaviorism. New York: Vintage Books.
  18. Knowles, M.S., Holton III, E.F. & Swanson, R.A. The Adult Learner, 5th edition, Woburn, MA: Butterworth-Heinemann.

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