Edu-larp (ang. educational live-action role-playing) is the Nordic tradition of educational role-playing games. The book introduces the method in the context of competencies development in professional organisations. The author takes the reader, in his playful and often provocative way, through key HR development, experiential learning (Kolb, Freire), game-based learning, and role-playing concepts.
Through the 10 included case studies the author shows how edu-larp is used for competencies and attitude development in progressive organisations from the USA to Belarus. A must-read for CEOs and HR managers that want to build organisations of the futures with teams from the future. For the introduction, we serve you the first-person experience of transformative power of edu-larp and how it relates to experiential learning, game-based learning and role-playing. With this whole first-person experience in mind you will get the idea of main differences between »traditional« business role-play and Larp. Three interconnected concepts and the introduction of Game Mechanics makes Larp a powerful tool to enhance different sets of skills and attitudes needed in business life. By the end of the book you will understand what edu-larp can do for your company. First section of the book (Chapters 2 to Chapter 5) is devoted to foundations of business education, game-based learning and role-playing in business. In Chapter 6 you will find out how exactly Larp works in different institutions and in Chapter 7 you will get the real deal – Case Studies of business edu-larp. In the last part of the book you will be met with troubleshooting, making conclusions on the topic and forecasting some emerging trends in the field of business education. All principles, explained in the book, are underlined with measurable results included in each chapter.
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