S-cube e-book
Transcript of S-cube e-book
S-Cube Project (S3):
Training Soft Skills In Social
Enterprises Using Virtual
Environments for Role Play
Edited by Déirdre O'Byrne & Jonathan Moizer
___________________________________________________________________
eISBN 978-1-84102-3687
© University of Plymouth Press 2014
The rights of this work have been asserted in accordance with the Crown Copyright,
Designs and Patents Act 1988.
A CIP catalogue record of this book is available from the British Library.
All rights reserved. No part of this publication may be reproduced, stored in a
retrieval system or transmitted in any form or by any means whether electronic,
mechanical, photocopying, recording, or otherwise, without the prior written
permission of UPP. Any person who carries out any unauthorised act in relation to
this publication may be liable to criminal prosecution and civil claims for damages.
________________________________________________ Contents
Preface ii
Acknowledgements iii
Contributors' Biographies iv
The S-Cube Partners x
SECTION ONE: BACKGROUND TO THE S-CUBE PROJECT
Chapter One: S-Cube: Context of the Project 1
Jonathan Moizer & Elena Dell’Aquila
Chapter Two: Social Enterprises in the European Union: A Review of Policy 5
Déirdre O'Byrne & Jonathan Lean
Chapter Three: Defining Soft Skills and their Added Value to Social Enterprises 28
Déirdre O'Byrne & Elena Dell'Aquila
Chapter Four: Role Play in Virtual Environments 41
Luigia Simona Sica, Orazio Miglino, Andrea Di Ferdinando
SECTION TWO: DEVELOPING THE S-CUBE LEARNING PROGRAMME
Chapter Five: The Training Methodology 54
Elena Dell'Aquila & Jonathan Lean
Chapter Six: The Training Needs Analysis 107
Paul Walsh, Déirdre O'Byrne and Elena Dell'Aquila
Chapter Seven: Evaluation of the Online Role Play Trials 135
Roberta Asperges, Jonathan Moizer, Alfie Keary & Ralf Friedrich
SECTION THREE: FUTURE PROSPECTS FOR S-CUBE
Chapter Eight: Using S-Cube for Training Soft Skills: Lessons Learned and Future
Prospects 146
Jonathan Moizer, Luigia Simona Sica, Orazio Miglino, Andrea Di
Ferdinando, Liz Thomson, Paul Walsh & Ralf Friedrich
_________________________________________________ Preface
This e-book brings together a collection of chapters describing an EC funded
‘Leonardo Da Vinci Transfer of Innovation’ project titled ‘Using Online Role Play to
Promote Soft Skills Development for Social Enterprises’. Conducted over the period
January 2012 to December 2013, the project brought together project partners from
four countries: the UK (Plymouth University); Ireland (Cork Institute of Technology);
Germany (GeProS); and Italy (Università of Naples Federico II – UNINA).
The book examines the project from a variety of perspectives. In Section One,
following an introduction to the project a number of background research studies are
presented. These explore the context of the study relating to social enterprise in the
EU, the nature of soft skills and role play in virtual environments. Section Two goes
on to describe the S-cube project itself in terms of the methodology employed, the
outcomes of the ‘Training Needs Analysis’ undertaken and the evaluation of the
project activities. Finally, Section Three takes a prospective view, assessing future
prospects emerging from the S-cube project.
It is the hope of the project partners that the work undertaken through S-cube will
provide a foundation for further work in this important field and, most importantly, will
contribute to the development of the social enterprise community within the EU.
Jonathan Lean, February 2014
___________________________________________________ Acknowledgements
This project has been funded with support from the European Commission,
Agreement Number: UK/11/LLP-LdV/TOI-419, Project Number: 2011-1-GB2-LEO05-
05526. The authors gratefully acknowledge support of Sophia Gilbert, Leigh
Hannam, Nichola Garland, Gareth Hart and David Carter from Plymouth University;
Patrizia Cozzolino from UNINA; Nigel O’Keeffe, Jim O’Dwyer and Tim Horgan from
Cork Institute of Technology; and Sandra Mueller, Andrea Keil and Wilfried Evers
from GeProS. In addition, the UK National Agency at Ecorys UK Ltd should also
receive thanks for their programme management guidance throughout the period of
the project. This publication reflects the views only of the authors, and the
Commission cannot be held responsible for any use which may be made of the
information contained therein.
___________________________________ Contributors’ Biographies
Roberta Asperges has collaborated as a research assistant
with the S-Cube team at Plymouth Business School where
she completed her Master Degree in Marketing Management
and Strategy. Roberta also holds a degree in Psychology,
allowing her to collaborate in S-Cube project in the
development of the evaluation tests that were used to assess
the participants’ soft skills. Moreover, she worked with
different techniques and analysis software on the data exploration to generate new
insight and value. Her academic interests include consumer behaviour; influencing
and protecting consumers; advertising studies.
Dr Elena Dell’Aquila is a clinical psychologist with a
specialisation in Organisational Psychology (Human
Resource Management and Development). Her research
has a strong focus on the development and design of
educational/learning methodologies promoting effective
user interaction with new technologies, with a particular
interest in serious, simulation-based, games. Elena has
participated in the development of EU projects in collaboration with members of the
Italian National Research Council, the University of Naples and Plymouth University.
These projects have had specific emphasis on users’ interaction through advanced
e-learning platforms, the usability of such software for child and adult learners
(education) and visually impaired people (accessibility), & soft skills training. She is
currently working as a Postdoctoral Fellow at Plymouth University.
Mr Andrea Di Ferdinando is a researcher at the Institute of Cognitive Sciences and
Technologies (ISTC) of the Italian National Research Council (CNR). His research
activity concentrates on Computational Neuropsychology and Artificial Intelligence,
and their applications in several domains, such as e-Learning, Videogames, Serious
Games and Intelligent Tutor Systems. Andrea has authored important scientific
publications on brain modularity and its evolution, on computational models of
v
neuropsychological syndromes like neglect, on the role of
action and perception in object categorization and on the
application of Artificial Intelligent techniques in Serious
Games and Video Games. Andrea has participated on a
number of European research projects, in which he
collaborated on the creation of several technological
platforms for soft skills training. In 2012, he co-founded the
company Aidvanced s.r.l., for creating technology enhanced learning solutions,
applying the methodologies and techniques investigated in his research activity.
Mr Ralf Friedrich, PMP. BCC. MSc. is a qualified learning
consultant in project management and CEO of GeProS -
German Project Solutions GmbH in Dieburg, Germany. He
is an active member of the PMI® (Project Management
Institute) Chapter in Frankfurt and is involved in shaping
new developments in project management theory and
practice. Ralf is a qualified coach and has obtained the
BCC (Board Certified Coach) accreditation of the CCE (Centre for Credentialing and
Education). He received his training in coaching through the CTI (Coach Training
Institute) and also received CPCC (Certified Professional Co-Active Coach)
certification. Ralf's key capabilities are in delivering interactive workshops and
seminars in traditional classrooms, outdoors and in virtual environments; change
management and implementation of new work processes, including marketing, sales
and management systems; developing training curricula; assessing and improving
organisational training needs; managing international virtual projects; and coaching
senior managers, project leaders and teams. More recently, Ralf has lectured at the
University of Applied Sciences of Worms covering areas of leadership and strategic
management and is currently studying with Cork Institute of Technology for his PhD.
Mr Alfie Keary has over 30 years ICT (Information & Communications
Technologies) experience and is a director of Informa Europe Limited. His activities
with Informa Europe have included the business development of cloud based
software services, ICT consulting and education services as well as interactive web
based learning services. Alfie has completed numerous industry specific training
vi
programmes in ICT, has studied management at the Irish
Management Institute (IMI) and has completed an
Enterprise Development Programme managed by the
Dublin Institute of Technology. Alfie is a graduate of
University College Cork, National University of Ireland
Galway (NUI-Galway) and Regis University, Denver,
Colorado. In 2012, Alfie was awarded a PhD Risam
scholarship by Cork Institute of Technology, Ireland. In returning to full-time
education, his work now involves research into perceptual and affective computing,
Internet of Things/Sensor Web, Computational Intelligence and Brain Computer
Interfaces (BCIs) and how these technologies will drive future CMC innovations and
services.
Dr Jonathan Lean is an Associate Professor in Strategic
Management at Plymouth University. His research
interests include support and training for small to medium
sized enterprises (SMEs), and the use of simulation
games for teaching and learning. He is widely published
in these areas. He is a researcher on the topic of
simulation games and is also a Member of the Editorial
Board for Simulation & Gaming: An Interdisciplinary
Journal of Theory, Practice, and Research. He has researched widely on the
methodological issues surrounding the design, delivery and assessment of learning
through simulation gaming and role play, have disseminated his findings in
international journals, at conferences and at national education workshops.
Jonathan’s research on SME training and support focuses, in particular, on
evaluating the efficacy of interventions aimed at assisting smaller firms. He has led
or worked on projects funded by the Association of Chartered Certified Accountants
(ACCA), Business Link / Government Office South West, European Social Fund, the
Department for Education and Employment, the Higher Education Academy and the
British Council (Prime Minister’s Initiative 2).
Professor Orazio Miglino is an associate researcher at the CNR (Italian National
Research Council) Institute for Cognitive Sciences & Technology, Rome, where he
vii
works at the Laboratory for Adaptive Robotics and Artificial
Life (lara.istc.cnr.it). Professor Miglino's main research
interest is in the biological and cognitive mechanisms that
organisms (humans, animals and plants) use to construct
their knowledge of the world. Professor Miglino is also the
president of the 5 year specialist degree course in
Psychology at the University of Naples.
Dr Jonathan Moizer is the S-Cube Project Coordinator. He
is an Associate Professor in Business Operations and
Strategy at Plymouth University and a Fellow of the Higher
Education Academy. His research interests include both
simulation gaming and its applications in education and
training, as well as simulation modelling for learning, insight
and prediction. Jonathan is widely published in these fields in
addition to the use of computer-based simulation games in
educational settings. He is a Member of the Editorial Board for Simulation and
Gaming: An Interdisciplinary Journal of Theory, Practice, and Research' and sits on
the committee of the European Conference on Games Based Learning. Jonathan is
also engaged in research relating to strategy development for social enterprise. He
has led a successful UK Higher Education Academy funded project involving the
application of learning technologies to support students engaging with social
enterprise in ‘live consultancy’ projects. Over the past few years, he has organised
and facilitated three UK national workshops for the Higher Education Academy on
using simulation and games to promote and enhance experiential learning.
Jonathan is a ‘technology enabler’ within the Faculty of Business, where he supports
other academics with integrating simulation games and role play into their teaching
practice.
Ms Déirdre O'Byrne, B.A.MSocSc has worked on the S-Cube project as a
researcher with Cork Institute of Technology over the course of the project life. Her
area of expertise is Social Enterprise and Community Development. Déirdre is
currently working at University College Cork where she lectures in these areas within
Adult Continuing Education (ACE). Her academic career to date has been strongly
viii
influenced both from a practical and academic
perspective. Déirdre is currently programme manager for
various Masters, Higher Diploma and Diploma level
programmes in the areas of Human Resource
Management, Learning and Development, Career Needs
Assessment Planning and Support and Team
Management and Development, Social Enterprise and
Community Development Practice. These programmes form part of a new and
innovative Continuing Professional Development (CPD) Hub within the University. In
the past, Déirdre has managed a number of transnational EU projects in areas
concerned with the design and development of access educational and training
programmes for early school leavers.
Dr Luigia Simona Sica, Psychologist, is a post-doctoral
researcher in developmental psychology at the University
of Naples ‘Federico II’, Italy. Luigia received her PhD in
the area of psychology sciences. Her main research
areas are related to developmental psychology and
narrative approaches. More specifically, Luigia strongly
focuses on identity development, creativity, the impact of
new technologies on the definition of identity and normative and non-normative
biographical transitions during adolescence and emerging adulthood. Luigia has
been involved in the S-Cube project since its inception.
Ms Liz Thomson is a Computing Officer within the
Plymouth University Faculty of Business Specialist IT
Team. She is also an Associate Fellow of the Higher
Education Academy. She supports Specialist IT
Teaching, Learning, Research and Administration in the
Faculty. Her research interests include Internet
Information Services, Communications and Multimedia for
teaching, learning, research and administration in Higher Education.
ix
Dr Paul Walsh is Research Director of the Department of Computing, Cork Institute
of Technology and is a Research Fellow of the National Advanced Research Centre
NIMBUS. His research interest lies in game based
learning, and has been published by the IEEE Advanced
Learning Technologies Conference & the European
Conference on Games Based Learning (ECGBL). Paul is
active in the dissemination of research, sits on the
editorial boards of numerous peer reviewed publications
and is Chairman and co-founder of the Collaborative
European Research Conference (CERC) (http://cerc.h-da.de). His recent research
activity includes Enterprise Ireland's Innovation Partnership project with SEFTec Ltd.
to produce game based training and simulation software; ELVIN (European
Languages Virtual Network), a European Union (EU) Lifelong Learning Programme
Project aimed at creating an informal social network to support and facilitate
language learning; National Digital Learning Resource (NDLR) Projects; and the EU
Interreg IVB programme IMCORE Project, where game based software was
developed.
_______________________________________ The S-Cube Partners
All partners on the S-Cube project have EU transnational experience of transnational
research collaboration, as well as experience of using simulation, gaming and role
play in training settings. They each have specific expertise within the S-Cube
project, which allow synergies in delivering an integrated, role play training product
and methodology for soft skills development in social enterprises. The project
partners come from a number of EU countries where they are involved in a wide
range of education and training provision; the UK, Ireland, Italy and Germany.
Plymouth University is the largest university in South West of England, with over
32,000 students and is 9th largest in the United Kingdom by total number of
students. It is a large employer in the region, with a staff
over 3,000. Plymouth is a university built on a rich heritage
dating back to 1862 and has grown in terms of size,
reputation and impact. The University delivers higher
education through its network of 18 partner Colleges
across the South West and is a founding partner of the
Combined Universities in Cornwall. Gaining university status in 1992, it provides a
wide range of undergraduate and post graduate courses as well as doctoral study.
Plymouth is the first university in the world to be awarded the Social Enterprise Mark
in recognition of working as a genuine social enterprise, caring for communities and
protecting the planet. The award was announced by the Social Enterprise Mark
Company, which provides the only officially-defined registration for social enterprise.
Plymouth University is the lead partner of the S-Cube project and is represented by
Dr Jonathan Moizer, Dr Jonathan Lean, Dr Elena Dell'Aquila, Ms Elizabeth Thomson
and Ms Roberta Asperges.
xi
Cork Institute of Technology (CIT) is one of the largest third level technology
institutes in Ireland. With a student population of 16,000 the institute is spread
across four campuses in Cork City and County. The main campus of some eighty
acres is situated in the western suburbs of Cork city. The
Institute offers a full range of Higher Education
Qualifications, including Bachelor Degree and Honours
Bachelor Degrees, as well as Masters and PhD degrees.
CIT courses cover Business, Engineering, Science,
Computing, Humanities, Media, Art, and Music. The
Institute has an enviable record of providing students with
excellent employment opportunities and a firm basis for future career development.
Effective contact with industry has been a key objective of the Institute since its
inception. The benefits of the links which have been established with industry in the
region are reflected in the high levels of student placement and in the research and
development contracts won by the Institute.
CIT fosters enterprise and innovation in that it hosts the Rubicon Centre, the largest
enterprise incubation centre in Ireland. It has enabled creation of enterprises
through its GENISIS program. It has researched game based learning, with national
and EU funded projects such as an EU Lifelong Learning Programme Project,
National Digital Learning Resource Projects and EU Interreg IVB projects.
CIT's personnel on the S-Cube project are Dr Paul Walsh, Ms Déirdre O'Byrne and
Mr Alfie Keary.
Università of Naples Federico II - UNINA is one of the oldest universities of the
world, dating back almost eight centuries. Nowadays,
the size of the university is such that its buildings and
are spread throughout the city of Naples and its
immediate environs. With a student population of over
94,000 it is a very large university, offering a vast
number of degrees at primary, masters and doctorate
levels and offering high profile training paths across a broad array of disciplines.
xii
More specifically within the university, the S-Cube project is partnered with the
Department of Theories & Methods of Human & Social Sciences (TEOMESUS). It
consists of 60 staff members. TEOMESUS brings together researchers from across
different humanities disciplines to create distinctive, interdisciplinary studies
concerning human beings & human communities. The research activities are
primarily developed in the fields of psychology, pedagogy, philosophy, linguistics,
economics, statistics & demography. The various components provide multiple
insights, methodologies, & disciplines that have been developed & applied to
understanding human complexity.
TEOMESUS has a strong experience in EU funded projects, where technologies
dedicated to distance learning are employed. They have developed a number of
software platforms and related training methodologies to support role play gaming.
These games have been applied in different learning contexts.
The S-Cube team at the university is headed up by Professor Orazio Miglino, Mr
Andrea Di Ferdinando and Dr Luigi Sica.
GeProS - German Project Solutions GmbH is a German
consultancy firm based in Dieburg which offers an
international team of experienced experts who offer a unique
combination of methods, skills and knowledge as part of its
business and project solutions. GeProS possesses a rich
experience in a wide range of skills such as executive coaching, transformation
management and intercultural coaching of international projects across multi-
locations. With active research in cooperation with the University of Darmstadt and
Cork Institute of Technology, the company maintains and up to date knowledge in
virtual project work. It thus insures its solutions are well grounded, supported by
applied research and on the pulse of time while specialising in virtual project work. A
feature of GeProS work is in interactive workshops and made-to-measure seminars.
GeProS seminar leaders and coaches work virtually from their global locations, and
facilitate, through their training delivery, the development of virtual project
organisations, which are agile and have the capacity to change rapidly.
xiii
The S-Cube representatives from GeProS are Mr Ralf Friedrich, Ms Sandra Müller
and Ms Andrea Keil.
1
_________________________________________________________
SECTION ONE: BACKGROUND TO THE S-CUBE PROJECT
Chapter One
S-Cube: Context of the Project
Jonathan Moizer & Elena Dell’Aquila
Project Background and Aims
The S-Cube Project represents the collaboration of four transnational EU education
and training providers; Plymouth University (UK); Cork Institute of Technology
(Ireland); UNINA (Naples, Italy) and GeProS (Germany). The name S-Cube
represents the three S's associated with this project, namely: Soft Skills for Social
Enterprises. The S-Cube development project secured EU Leonardo Transfer of
Innovation Funding in January 2011 to create an e-learning tool to support the
development of soft skills for social enterprises and was completed during the period
January 2013 to December 2014.
The Leonardo Programme objectives on which funding was granted and which are
comprehensively addressed by the S-Cube Project were as follows:
Leonardo Programme General Objectives Addressed in the S-Cube Project
a) To support participants in training and further training activities in the
acquisition and the use of knowledge, skills and qualifications to facilitate
personal development, employability and participation in the European labour
market.
b) To support improvements in quality and innovation in vocational education
and training systems, institutions and practices.
c) To enhance the attractiveness of vocational education and training and
mobility for employers and individuals and to facilitate the mobility of working
trainees.
2
Leonardo Programme Operational Objectives Addressed in this Project
a) To improve the quality and to increase the volume of co-operation between
institutions or organisations providing learning opportunities, enterprises,
social partners and other relevant bodies throughout Europe.
b) To facilitate the development of innovative practices in the field of vocational
education and training other than at tertiary level, and their transfer, including
from one participating country to others.
c) To improve the transparency and recognition of qualifications and
competences, including those acquired through non-formal and informal
learning.
Practical Application of Objectives to the S-Cube Project
The overall mission of the S-Cube project was to spread the use of online learning
(through open source provision) as a way of providing a training experience to
enhance the soft-skills of individuals working within social enterprise settings.
Working methodologies in the project involved the use of a state of the art approach
which contributed to the enhancement of ‘learning-by-doing’ practice for soft skills
training. A dedicated need analysis was conducted at the trans-European level to
identify soft skill needs for a range of social enterprises and social enterprise
stakeholders.
Social Enterprises have dual purposes of producing a profit to achieve organisational
sustainability while also fulfilling a social mission. Their activities often benefit
groups of people who are disadvantaged, including for example, the unemployed,
ethnic minorities and people with disabilities. Existing research shows that social
enterprises face a number of operating challenges, and in order for them to compete,
up-skilling of their staff may be necessary. They are often small and working under
condition of sparse resources. This can preclude them from developing or gaining
access to educational, management, technical and training expertise. Many such
enterprises can benefit from additional support in the development of skills critical to
their success.
3
'Soft skills' are particularly important. These are related to the way that people
interact with others, how they understand their social environment, how they manage
relationships and address problems.
The S-Cube project aimed to develop and test an online platform, designed to
enhance and improve the soft skills of individuals working and supporting social
enterprises. Additionally, the project aimed to develop and test the associated
methodology for training delivery and evaluation. These aims were realised through
transferring and adapting an existing 3D graphic multiplayer platform - EUTOPIA
(developed by the Relational Sciences Department of the Università of Naples
Federico II - UNINA) - and the product outcomes of a previous Transfer of Innovation
(TOI) Leonardo Project (EUTOPIA-MT) to the new environment of the Social
Enterprise.
The EUTOPIA role-play software has been used as an online mediation tool in
community settings affected by conflict (for example, Northern Ireland and Cyprus).
The 3D graphic tool for communication modelling is based on Educational
Multiplayer Online Role Play Games (EMORPG). The EUTOPIA programme was
led by two aims: to enhance the e-learning approach and to contribute to soft skills
training through 'learning by doing' practice. The free online training package
allowed both geographic and resource barriers to training access to be overcome.
The S-Cube project sought to utilise the strengths of the EUTOPIA software to
address a new set of challenges, specifically those faced by social enterprises. The
project brought together a range of complementary strengths, capabilities and
perspectives which were drawn from across the four project partner institutions. The
consortium of partners synergised their efforts to develop, test and disseminate a
low-cost, high utility set of trainer supported soft skills scenarios via an online role
play product named S-Cube. The consortium sought to develop a cost efficient, high
impact vocational education and training (VET) Learning Programme that would
propagate good practice in how soft skills are applied to running different aspects of
European social enterprises, and which could also be widely disseminated and
exploited.
4
This mission was set within international/national policy parameters which define the
current training needs of social enterprises within the wider EU and are driven by the
global demand for skills and technology transfer. The training needs which emerge
for the development of intrinsically important soft skills are also located within the
significant growth of relatively new productive organisational work environments:
social enterprises. Significant issues and challenges arise for public policy nationally
and internationally in order to exploit the exciting possibilities for employment and
social inclusion that social enterprises present. The successful exploitation of these
opportunities is itself contingent on improving the organisational capacity,
effectiveness and efficiency of social enterprises. Soft skills have been identified as
a key area for improvement to achieve this. Enhancing the dynamic performance of
social enterprises delivers a win-win scenario for the wider EU citizenry by exploiting
the under-developed potential that social enterprises have to offer in economic,
social, cultural and environmental spheres across the EU. This in turn is dependent
on: improving their management systems; leadership and development
methodologies; the building-up of resilience and trust within social enterprise teams
and between these teams and the state, plus other business and societal
stakeholders; enhancing communication and interpersonal skills. The S-Cube
project has shown how such improvement in soft skills can be achieved by the use of
role play in a virtual environment through the use of 'serious games'. The
development of this tool and its dissemination is an important mechanism to improve
soft skills for social enterprises across the EU is an end-stage outcome of this
project. It is hoped that it can be used as a technology transfer method/tool to
deliver improved soft skills in social enterprises EU-wide, and ultimately deliver
performance benefits for these enterprises, thereby improving their ability to fulfil the
economic, social and environmental objectives which are at the heart of the mission
of many social enterprises.
The next three Chapters (Social Enterprise Policy in the European Union; Defining
Soft Skills and Their Added Value to Social Enterprises; Role Playing in Virtual
Environments) address the issues and challenges that arise within these wider
critically important contexts and within which the overall mission of the S-Cube
Project is centrally embedded.
5
Chapter Two
Social Enterprise Policy in the European Union
Déirdre O'Byrne & Jonathan Lean
Introduction
This chapter seeks to review the current state of social enterprise in the EU and to
discuss key aspects of emerging policy. Whilst the general picture across the
European Union (EU) shows an increasingly significant role for social enterprise in
economic and social activity, the sector has developed at different speeds across
member countries. Viewing social enterprise as an important means to address
issues of social exclusion and poverty through social innovation, the EU has
developed a renewed policy focus in this area in recent years. Presented here is an
overview of social enterprise, the ‘Third Sector’ and the ‘Social Economy’, drawing
on case examples from across the EU. It develops a critical assessment of current
EU policy related to social enterprise, focusing in particular on the Social Business
Initiative (SBI) and resultant proposals. It concludes by arguing that social enterprise
represents an important mechanism to address policy priorities within the EU and
that the agenda set by the SBI should be a key area of focus for EU policy over the
coming years.
Case illustrations are drawn from partner countries involved in the S-Cube project:
the UK, Ireland, Germany and Italy.
Background to Social Enterprises
Increasingly in almost all industrialised countries, we have seen the remarkable
emergence of a new type of socio-economic model of business, the social
enterprise. In the 1970s, with increased unemployment and falls in economic growth
across Europe1, many states experienced crisis. Retrenchment followed, which was
often characterised by privatisation and a stark reduction in public spending on
public services provision by governments (Mosher-Williams 2006; Borzaga and
1During this period, unemployment levels rose across Europe from three and four percent to ten per
cent. Into the 1990s, up to forty percent of unemployed people were classed as long term (in excess of twelve months). (Defourny, Favreau, Lavelle, 2001)
6
Defourney, 2001; Borzaga and Santuari, 2003). This situation gave rise to an
unprecedented rise in the development of social enterprises to help meet this
inadequacy in social needs provision and rising unemployment. These enterprises
were mainly established by civil society or third sector organisations and groupings
(Nyssens and Kerlin, 2005). They included a wide array of initiatives focused on
such areas as childcare, employment programmes for the unemployed, care for
elderly people and social information provision. The extent and nature of how
individual countries responded through third sector organisations to the emerging
increased social need differed, dependent on the particular circumstances of
individual states (Mosher-Williams, 2006). There have been significant differences
across countries in terms of the activities of social enterprises. For instance, there
has been a marked predominance of social enterprise activity in health, social work
and education in Hungary and Romania, while countries such as the UK and
Sweden have seen a significant increase of social enterprises in areas such as
community and social services. In Italy the main fields of activity are work integration
and welfare service provision (EU Commission 2013).
Given that these enterprises were not established by either the public or private
sectors, their source of emergence consequently bears a strong influence to their
sectoral residence, i.e. the third sector also referred to as the social economy. In
understanding the concept of social enterprises, it is therefore important to
understand their sectoral context.
The Third Sector and the Social Economy
National economies are considered to have three sectors. The first sector is the
private sector which is centred on profits for private purposes and the second sector
or the public sector is overseen by governments. However, national economies
have a third sector that doesn’t fit into either of the preceding categories and is also
seen as part of what is known as the social economy. The social economy pursues
social goals and provides services and goods by using market economy strategies.
Although there is quite a distinct difference between the social economy and the
social market economy, they both play a crucial role in defining the European social
and economic model. "The term 'social economy' is used to define a specific part of
the economy: a set of organisations (historically grouped into four major categories:
7
cooperatives, mutuals, associations and, more recently, foundations) that primarily
pursue social aims and are characterised by participative governance systems."
(EU, 2013:12). Whereas, the social market economy is often seen as a mid-point
between, on the one hand, laissez faire capitalism, where the state does not interfere
in market activities and on the other hand, centrally planned economies in which the
state directs all economic activity. In a social market economy, the role of the state
is to correct any negative outcomes from free market activity by regulation,
legislation and implementing social policy in the direction of social protection. The
principles of the social market economy are embedded in the European Union
Treaty2.
There are two bodies of thought governing social enterprises and their relationship to
the third sector and the social economy. The first places the social enterprise within
the third sector at boundaries between co-operatives and non-profits and
characterises them as sub-groups of the social economy (Defourny, 2001).
Conversely, US thinking places social enterprises nearer to the private and public
sectors rather than at the core of the third sector (Leadbeater 1997; Westall 2001).
However, EMES3 offers a further perspective which gives still greater insight into the
third sector. For EMES, the central criterion for situating organisations within this
sector is, “....the fact that the organisation is governed in a way that ensures that the
potential surplus is used and reinvested alongside social criteria. ...such
organisations would then not have to be non-profit, but they would have to be not-
for-profit” (Evers, A. 2012).
The Spear (2002) describes the Social Economy thus: “The social economy is a
thriving and growing collection of organisations that exist between the traditional
private sector on the one hand, and the public sector on the other” (Spear, 2002: 9).
2 Article 3 of the European Union Treaty states, "The Union shall establish an internal market. It shall
work for the sustainable development of Europe based on balanced economic growth and price stability, a highly competitive social market economy, aiming at full employment and social progress, and a high level of protection and improvement of the quality of the environment. It shall promote scientific and technological advance". http://www.eurotreaties.com/lisbontext.pdf 3 EMES, European Research Network. The letters E-M-E-S represent Emergence de l’Enterprise
Sociale. EMES is a research network of established university research centres and individual researchers whose goal is to gradually build up a European corpus of theory and empirical knowledge, pluralistic in disciplines and methodology around third sector issues. The organisation is based University of Liège, Belgium.
8
However, in the context of the EU it is important to note that the concept of the social
economy is relatively new, and member states have come from different starting
points and are at different stages of development in this context. According to the
European Economic and Social Committee, social economy enterprises represent
10% of all European businesses, with two million undertakings and 6% of EU’s
employment, (EESC 2013). This growth is not confined to Europe but is reflected
across the globe as exemplified by data on worldwide co-operatives (Euricse and the
International Cooperative Alliance, 2012). These developments demonstrate that
the Social Economy has become a key element of the European social model and a
key player in attaining the objectives set out in the EU 2020 Strategy4. Therefore,
the dimension of the social economy is of significant value for Europe in striving to
combat poverty, increase social inclusion and impact positively on employment
rates.
Demonstrating its growing policy relevance, the EU Commission (2013) has recently
issued a comprehensive guide to the social economy and social entrepreneurship.
The guide outlines the context in which the social economy and social
entrepreneurship are situated. It defines the characteristics of organisations within
the social economy, new forms of organisations and new emerging legal forms to
accommodate these. It goes on to provide an exposition of new data, explaining the
scale and scope of activities within the sector and the impact of the present
economic situation. Significant changes in organisational behaviour relating to
finance, economic activity, social impacts and corporate responsibility are explored
along with key challenges for the sector, the role of public policy and the outlook for
the social economy. Essentially, what emerges here is that social enterprises
operating within the social economy occupy a place in member state economies that
is distinct from the more traditional private and public sectors and is extremely
important in the European context.
4 The Europe 2020 Strategy is the current EU reform agenda for growth and jobs. Driven by a long-
term vision, this policy strategy was driven by the European Commission, and agreed by the European Council in June 2010.
9
Defining the Social Enterprise
Although there is strong evidence to suggest that social enterprises have existed
pre-1970s, (Borzaga et al. 2008; Anheier 2005; Westall 2001; Defourny & Develtere
1999; Banks 19725) it was only around this time that socio-economic models of
business which did not fit neatly into the confines of the traditional public and private
sectors began to develop in any great numbers. Concurrently, it was also around
this time that a theoretical framework of literature began to emerge and consequently
develop into a large body which examined this model and began to define it. In
exploring the definitions, it is not intended to confine the debate to legal status and
legal definitions but to examine the social enterprise in terms of its nature, its
operation and social impacts. Some practical examples will also be given here.
From the EU definition outlined below, we see that profits from the enterprise are
closely intertwined with social objectives. The nature and activity of the enterprise is
named as the 'provision of goods and services for the market' which is sufficiently
broad to include all sorts of market activity. This reflects the growing diversity of
commercial activity amongst social enterprises that we now see emerging across EU
countries.
The European Commission Definition
“A social enterprise is an operator in the social economy whose main objective is to
have a social impact rather than make a profit for their owners or shareholders. It
operates by providing goods and services for the market in an entrepreneurial and
innovative fashion and uses its profits primarily to achieve social objectives. It is
managed in an open and responsible manner and, in particular, involves employees,
consumers and stakeholders affected by its commercial activities”.
The Commission applies the term social enterprise to the following types of
business:
“those for which the social or societal objective of the common good is the
reason for the commercial activity, often in the form of a high level of social
innovation,
5 Banks (1972) for instance referred to Robert Owen as a 'social entrepreneur' who was widely
credited as being a philanthropist who pioneered the co-operative movement in the UK in the 1820s.
10
those where profits are mainly reinvested with a view to achieving this social
objective
and where the method of organisation or ownership system reflects their
mission, using democratic or participatory principles or focusing on social
justice.” (European Commission, 2011:2)
In recent times, definitions and attendant literature have emerged from the EMES, a
leading research institute concerning social enterprises. The criteria they use for
defining social enterprises contain a combination of economic and social factors. If
we consider this definition, we see some striking similarities with that of the EU
definition, as outlined above. Both definitions put a strong emphasis on making a
strong entrepreneurial and social impact on economies and consequently on society.
This is sometimes referred to as achieving the ‘double bottom line’ in contrast to the
‘bottom line’ (financial profit only) criteria for private enterprise. The EMES definition
is as follows:
EMES Definition
"Organisations with an explicit aim to benefit the community, initiated by a group of
citizens and in which the material interest of capital investors is subject to limits.
They place a high value on their independence and on economic risk-taking related
to on-going socio-economic activity." (Defourny & Nyssens, 2006:5)
Clann Credo is a leading social enterprise in Ireland which provides social finance for
social enterprises. As may be seen from its definition of social enterprise, they
stress the concept of the social and economic criteria in line with previous definitions.
However, similar to many other definitions, Clann Credo also introduces the concept
of the ‘triple bottom line’ which includes the environment as a factor. This third
factor is not uncommon in definitions and contributes to the collective and social
nature of the social enterprise.
Clann Credo- Social Finance – Ireland.
“Social Enterprises are organisations or business that are driven primarily by social
and/or environmental motives and engage in trading to pursue these objectives.
11
Ownership of the enterprise is within a community, or amongst people with a shared
interest. Surpluses generated by the enterprise are re-invested to further their social
objectives. Social Enterprise has a strong job creation focus to help local people and
communities.” (Clann Credo 2012)
If we look at the UK, we see that social enterprises have been by and large
incorporated into the mainstream of economic recognition and activity. The UK
government (DTI, 2002) has also put forward its definition of the social enterprise. In
listing its characteristics, additionally to social and economic impacts, it also refers to
the potential positive impacts of environmental factors that social enterprises can
focus on. In its documentation, it cites the Eden Project which is renowned for its
environmental sustainability while commercially reinvesting into the project to ensure
its future both at economic and social levels (DTI 2002: 14).
The UK Government Definition
“A social enterprise is a business with primarily social objectives whose surpluses
are principally reinvested for that purpose in the business or in the community, rather
than being driven by the need to maximise profit for shareholders and owners.” (DTI
2002:13)
As may be seen from the definitions outlined here, it is apparent that all definitions
agree that double or triple bottom line operating criteria strongly define what is meant
by a social enterprise. The activity of the enterprise must have positive social and
economic outcomes with hallmarks of re-investment and an absence of payment to
shareholders.
Social Enterprise in Practice
The increasing significance of social enterprise in the economies of EU member
states is illustrated by the examples below which are drawn from three of the S-Cube
project partner countries.
Ireland: Speedpak is based in Dublin and was established in 1995. It is a
commercial entity providing packaging services to the local business community.
12
Speedpak has a diversified business portfolio and has extended its business to
include the manufacturing of rosettes that are used for equestrian, agricultural and
dog show events across the country, the management of warehouse and storage
facilities and it also generates funds by renting training, educational and seminar
facilities to other companies and community organisations.
The social mission of the company utilises integrated training programmes to help
long term unemployed people back to work, providing work experience in a fully-
fledged commercial and work supported environment. The Speedpak model aims
to rebuild confidence and self-esteem in the individual who has been out of work for
a long period and helps to build and promote behaviour skills required in the
modern day work place. The company's workers can take up nationally accredited
training courses and benefit from special one to one support from the company's
occupational psychologists and core staff mentors.
Source: www.speedpak.ie
The UK: The Eden Project is located in Cornwall in the South West of England.
The project has been described as a global garden with enormous biomes that
emulate global climatic regions, housing plants from all over the world. Originally the
area was a large disused clay quarry and has been dramatically transformed into a
visitor’s centre that is focused on the project's mission to: "To promote the
understanding and responsible management of the vital relationship between plants,
people and resources, leading towards a sustainable future for all." Herein we find
the social and environmental focus of the enterprise. The mission has been
progressed with the implementation of transformational social and environmental
projects both at a local and international level. These are in addition to the valuable
research into plants and conservation. The entire operation has been designed with
a central focus of minimising the carbon footprint of its activities. The Eden Project
opened its doors in 2000 and has enjoyed over 13 million visitors from that time. It
has contributed £1bn to the Cornish economy and has sustained over 500 jobs in the
region
Source: www.edenproject.com
13
Italy: In Concerto Consortium was founded in 2002 in Castelfranco Veneto (North
East Italy). The consortium has almost 1,300 employees with an estimated one sixth
of those employed, experiencing disability or social disadvantage. The consortium is
comprised of 25 social enterprises. The mission of the consortium is concentrated
into two areas: care for the elderly and to develop services aimed to rehabilitate and
include into the labour market, disadvantaged people, many of whom have mental ill
health. The business activity includes carpentry, care for the elderly, home
healthcare, warehousing, personnel management and the provision of logistics
services.
The consortium has a turnover in excess of €47m. and in 2010 had 13% growth,
despite the European economic downturn. The member groups contribute €0.10 for
every work hour resulting in €150,000 being available every year which is reinvested
into the development of the member groups' organisations.
Source: Borzaga & Paini, 2011. Translated by Carla Ranicki
One of the earliest writers to identify the potential of social enterprises was David
Billis of the London School of Economics (Billis, 1993). In his frequently cited work,
Organising Public and Voluntary Agencies, Billis drew on the work of Drucker (1990)
amongst others in explaining the unique identity of the social enterprise as a hybrid
agency which actively interacts with citizens in the third sector; government officials
in the public sector; and with business people in the private sector. Billis’s typology
suggested as far back as the 1990s that ‘entrepreneurial agencies’ (social
enterprises) within the third sector had the best chance of long-term sustainability.
By ‘entrepreneurial’, he meant that the social enterprise identified with and was
funded by: the government, in terms of grants; the private sector, with whom it did
business as a real enterprise and received revenue or from whom it received a
donation/sponsorship; and thirdly civil society itself, by way of raising money through
charitable donations, membership fees or charges for specific services or goods
(Billis, 1993).
14
Hence, and as illustrated by the case examples above, the most successful social
enterprises have entrepreneurialism writ large in the sense that they are innovative
at raising funds, are prepared to have a blended identity and are willing to engage in
a diverse array of activities which range from the production of goods and services to
self-help groups, or to providing social services on behalf of the government (Billis
1993). Certain social enterprises are more specialised in working more specifically
as government service providers or charities or community businesses. However,
the intersection of any one social enterprise with civil society, government or the
private sectors makes the totality of the activity within the non-profit sector
entrepreneurial in nature. This is in addition to specific organisations which are
heavily entrepreneurial and whose revenue and work spans all three sectors.
Billis’s assessment has proved remarkably astute. In the 2000s, the entrepreneurial
nature and diverse activity set of social enterprises, either as distinct entities or
incorporating the non-profit sectors as a whole, has been well documented, as has
been their contribution to the overall economy. An assessment by Hart and
Houghton (2007) of the 2007 Report of the UK Office of the Third Sector states:
“....Official research from the DTI (2005) shows that social enterprises employ more
than 775,000 people in the UK and are operating in a diverse range of trades. The
research shows that UK social enterprises have an annual turnover of £18 billion....”
The EU and Policy Development
The International Centre of Research and Information on the Public, Social and Co-
operative Economy (CIRIEC) (2009: 48) reports the share of the population involved
in social entrepreneurship as 4.1% in Belgium, 7.5% in Finland, 3.1% in France,
3.3% in Italy, 5.4% in Slovenia and 5.7% in the UK. Given the frame of the
emergence of social enterprises and in particular their scale in the European and
global context, the development of policy within the EU as a response to new
challenges being posed by old and new social needs, has been and continues to be
crucial. (EU, 2011) Policy developments have been noted in funding, legal
frameworks, management, training and education, identity and other critical factors.
These observations inform the basis for the current section.
15
The importance of social enterprises and their potential to develop millions of jobs
across the European Union, alongside meeting major social and environmental
objectives (the triple bottom line), received a major impetus with the publication of
The Delors EU Commission White Paper on Growth, Competitiveness and
Employment (1993). The Delors Report (as it is often referred to) recognised the
growing importance of the third sector in creating jobs and contributing to economic
prosperity. In particular, it identified significant job opportunities in the social
economy, with a strong emphasis on service sector employment potential.
Most social enterprises find themselves in the small to medium enterprise (SME)
category and part of the EU 21 million SMEs (EU, 2011a). The EU’s Europe 2020
growth strategy sees social enterprises as key for diminishing poverty, social
exclusion and other societal problems. These are increasingly being seen by the EU
as major assets for sustainable growth and job creation. An increasing emphasis on
creating new social enterprises to address unemployment and to provide both
balanced and sustainable social development can be gleaned from the 2011 EU
Commission's ‘Social Business Initiative’ (SBI) document to parliament and the
council. It is entitled, 'The Social Business Initiative: Creating a favourable climate for
social enterprises, key stakeholders in the social economy and innovation’.
The SBI was introduced “in order to promote a 'highly competitive social market
economy', the Commission has placed the social economy and social innovation at
the heart of its concerns, in terms of both territorial cohesion and the search for new
solutions to societal problems, in particular the fight against poverty and exclusion."
(EU Commission, 2011:3).
The SBI points to the fact that one in four of the working population are ‘now involved
in social entrepreneurship’ (EU Commission, 2011:3) and a quarter of all businesses
in the EU are now categorised as social enterprises. It further reports that social
enterprises are increasingly becoming more competitive and ‘smart’ and are to be
lauded in offering balanced economic and social objectives. It adds that there are
now over 11 million people working in the social economy throughout Europe and
this is growing. The SBI gives a strong flavour of the mix of social enterprises in the
services sector to a large extent, but also in the manufacture of goods.
16
The SBI's main focus is on the stimulation of social business within the EU area.
The eleven priority areas are spread across three governing areas. These are
outlined here in summarised form:
I. Improving access to funding
1) A regulatory framework for social investment funds to be set up to
facilitate access to the financial markets for social enterprises.
2) In addition to easing access to micro-credits through the Progress
Microfinance Facility, to improve analysis, promotion and development
of the legal and institutional environment for micro-credits.
3) The provision by the Commission of €90 million euro to facilitate start-
up, development and expansion of the social enterprises by way of
investment in solidarity invest funds.
4) Investment priority for social enterprises to be expressly introduced in
the ERDF and ESF regulations from 2014.
II. Increasing the visibility of social enterprise
5) To investigate best practices and replicable models by developing a
comprehensive map of social enterprises in Europe.
6) To create a public database of labels and certifications applicable to
social enterprises in Europe to improve visibility and comparison.
7) To promote mutual learning and capacity building of national and
regional administrations.
8) To create a single, multilingual electronic data and exchange platform.
9) To promote and increase accessibility of Community programmes in
support of social entrepreneurs.
III. Improving the legal environment
10) To present a proposal for simplification of the regulation on the Statute
for a European Cooperative Society.
11) To propose a regulation for a European foundation statute, in order to
facilitate foundations' cross border activities.
12) To initiate a study on the situation of mutual societies in order to
examine their cross-border activities.
17
13) To further enhance the element of quality in awarding contracts in the
context of the reform of public procurement.
14) To simplify the implementation of rules concerning state aid to social
and local services. (EU, 2011)
I Improving access to funding
Being a unique form of enterprise, it is not surprising that social enterprises
experience particular kinds of barriers in generating investment6 (Gallup, 2009) and
problems that involve economies of scale, launching new products, strengthening
their infrastructure and increasing employment. Lending institutions, for instance,
have particular difficulties in assessing risk related to what is seen as a ‘hybrid' form
of enterprise, somewhere between charities and the for-profit sectors (EU, 2011:5).
Most financial institutions recognise a single bottom line only and are not concerned
with a social or environmental added value or return on their investments.
Additionally, access to public funds is frequently impeded by systems that are seen
as rigid or too bureaucratic.
The SBI has been designed to remove or minimise unintended and unnecessary
barriers to the channelling of investment into the sector. On this basis, in December
2011, the Commission proposed a new regulation of European Social
Entrepreneurship Funds (ESEF), designed for the formal institutional recognition and
regulation of social investment funds. This EU regulation (346/2013) came into
being in July, 2013.
In 2011, the EU Commission issued a regulatory proposal (EU, 2012) to set up the
ESEF, a new EU investment fund for social enterprises. The branding of this fund
was designed to attract large experienced investors as a way of raising the
necessary capital for the fund:
'The Regulation adopted today creates a common brand: the “European Social
Entrepreneurship Funds”. With this label, investors will know that the majority of their
investment is going into social businesses. In addition, the common EU-wide brand
6 According to the 2009 Gallup Eurobarometer study, access to finance is seen to be the second most
important obstacle to business growth.
18
will make it much easier for investors throughout the EU to locate these funds'. (EU
press release, 7.12.2013)
This new fund is the fulfilment of a commitment made in the EU SBI document
(2011) whereby the Commission proposed ‘a 90-million euro European financial
instrument to be set up to facilitate access to funding' (EU, 2011:8). The mechanism
for raising the €90 million investment fund, from which social enterprises could apply
for funding, was through a private finance vehicle.
The final step in the delivery of the ESEF came with the publication of Regulation
No: 346/2013 of the European Parliament and of the Council on European Social
Entrepreneurship funds on April 17, 2013. This regulation puts clear legal regulatory
arrangements in place for the establishment and functioning of the new fund.
Essentially, private investors will provide the necessary capital to make up the fund,
for which they will receive a financial return, (though the regulation does not provide
any specific information on the likely magnitude of such a return) and this capital will
then be used to provide valuable investment streams to various social enterprises
across the EU. The spur to doing this seems to be that the EU has learned some
lessons from the banking and financial crises since 2008:
'Such investment funds provide funding to social undertakings that act as drivers of
social change by offering innovative solutions to social problems, for example by
helping to tackle the social consequences of the financial crisis, and by making a
valuable contribution to meeting the objectives of the Europe 2020 Strategy set out
in the Commission Communication of 3 March 2010 entitled, ‘Europe 2020: A
strategy for delivering smart, sustainable and inclusive growth’. (EU 2013a: Section
1)
Common rules governing the criteria that investors will have to observe have been
established to guarantee consistency and uniformity; essentially a level playing-pitch
for investors across the EU:
'It is necessary to lay down a common framework of rules regarding the use of the
designation ‘EuSEF’ for qualifying social eligible investment targets, the investment
19
tools they may employ and the categories of investors that are eligible to invest in
them by uniform rules in the Union entrepreneurship funds...' (EU 2013a, Section 2).
Essentially this is a common framework of rules regarding the use of the designation
'EuSEF' for qualifying social entrepreneurship funds, in particular ‘investment targets,
the investment tools they may employ and the categories of investors that are
eligible to invest in them by uniform rules in the Union'. (EU, 2013, Section 2).
An enterprise that applies for funding needs to prove that it is a 'social enterprise' in
that:
'It operates by providing goods and services for the market and uses its profits
primarily to achieve social objectives. It is managed in an accountable and
transparent manner, in particular, by involving employees, consumers and
stakeholders that are affected by its commercial activities’ (EU, 2013a, section 12).
Under Section 14 of the regulation, (346/2013), specific types of social enterprises
are given as examples of best-practice economic activity areas. These include:
I. Services for marginalised people in: housing, healthcare
II. Services to elderly or disabled people
III. Childcare
IV. Employment and training activities
V. Environmental protection
VI. Anti-pollution measures
VII. Re-cycling
VIII. Renewable energy
IX. Other
The overall fund would be divided up into many separate funds across the EU with
the specific requirement that each fund would invest a minimum of 70% of its
investment capital into social enterprises/businesses. The final outcomes might be
considered to represent a win-win scenario for investors and social businesses:
'The creation of positive social impacts in addition to the generation of financial
returns for investors is a key characteristic of investment funds targeting social
20
undertakings, one which distinguishes them from other types of investment funds'
(EU, 2013a, Section 28).
II Increasing the visibility of social entrepreneurship
The SBI document (EU, 2011:8) recognises the importance of the visibility of social
entrepreneurship. It recognises the need for easy access to information on social
enterprises concerning impacts, social performance, best practice and evaluation. It
suggests an example of '...using the experience of Member States which have set up
satellite accounts to gather statistics on social enterprises, in particular cooperatives
and mutual societies.' It recognises that these needs may be met by creating a
multilingual information and exchange platform for social entrepreneurs, business
incubators and clusters and social investors.
In addressing the problem of the current low visibility of social enterprises, it points to
the potential of the use of labelling and certification to meet these challenges. To
this end, the SBI advocates the use of a public database of labels and certifications
applicable to social enterprises in Europe.
The Commission also sees an important factor in achieving a higher level of visibility
for social enterprise as being its promotion among the younger generations. It
recognises that skills are needed to manage and grow social enterprise and it
therefore wishes to promote cross-fertilisation between innovative social
entrepreneurs, academics and researchers (EU 2011:9). An important factor here is
the inclusion and promotion of accessibility to Community Programmes such as
ERASMUS, ERASMUS for Young Entrepreneurs, TEMPO, 'Youth in Action' 2007-
2013 (in particular the 'Youth Initiatives' activities) and HORIZON 2020.
III Improving the legal environment
As we can see from different areas covered in this paper, for social enterprises to
reach their potential, they have many barriers to overcome. Many of these barriers
are intertwined, are complex and very often structural in nature. These require a
multi-pronged approach by policy makers if they are to be overcome.
21
One of the obstacles that social enterprises encounter relates to legal complexities
and obligations. In particular, these relate to national laws that were designed for the
more traditional companies, i.e. investor driven and capitalistic companies that do
not have a social remit and operate the ultimate goal of a single bottom line. For
example, the difficulty in implementing Regulation 1435/2003 on the Statute for
European Cooperative Society (SCE) has been highlighted7 (SCE, 2010). The SBI
has recognised these difficulties and has posited the idea of the simplification of the
implementation of the SBI.
National regulations and criteria for the awarding of public contracts to social
enterprises very often only relate to returns on investment but a central remit of a
social enterprise is the social return on investment. In most instances, this additional
criterion does not feature as part of the evaluation process. Both European and
national laws may impact on this and this problem has been compounded in some
instances by the practice of ‘gold-plating’.8
As illustrated below with reference to the four partner countries represented within
the S-Cube project, the issues described above need to considered within the
diverse national legal frameworks that exist within the EU. These accounts also
highlight the varying stages of development of the social enterprise sector across
countries. They also show how there has been a shift to develop different legal
forms across Europe to cater for newer models of business.
Social Enterprise and Legal Frameworks across the S-Cube Partner Areas
Italy
In 1991, the Italian parliament pioneered legislation (Law 381/1991) to create a
specific legal form for ‘social co-operatives’9 (cooperative sociali); the latter going on
to develop extraordinary growth. In 2003, there were approximately 6,500-7,000
social co-operatives, employing over 200,000 people (more than 1% of total
employment) and benefiting more than 1.5million people (Borgaza et al., 2008:21).
7 Study on the implementation of the Regulation 1435/2003 on the Stature for European Cooperative
Society (SCE), 5 October, 2010. 8 the practice of implementing rules tougher than the minimum required by the EU.
9 The social co-operative is distinguished from the standard cooperative by its broader social aim and
the multi-stakeholder governance model which it operates. (EC 2013:35)
22
With an annual growth rate of between 10 and 20% in the number of such
organisations, 2005 saw the introduction of further legislation (Law 118/2005). In
2005, there were over 7,300 social co-operatives, employing 244,000 workers.
These laws permit organisations to obtain the legal identity of social enterprise with a
proviso that they comply with a non-distribution constraint and organise the
representation of certain categories of stakeholders which include workers and
beneficiaries (Defourny & Nyssens 2008). The Italian system defines the social aim
of the social enterprise as, "Production or exchanges of services in the sectors of
social and health assistance, education and training, environmental protection, social
tourism, cultural services or work integration of disadvantaged persons
independently from the field of activity of the enterprise" (EC, 2013:43). Interestingly,
the definition of social enterprise within the 2005 legislation is similar to that of EMES
as cited previously.
The United Kingdom
The UK, in line with national policy development, has introduced legislation to deal
with the growth of social enterprises. In 2005, the Community Interest Company
(CIC) legal form was created specifically for enterprises. ‘Asset lock’ constraints
contained in the legislation are designed to ensure that the assets of the CIC are
used for the benefit of the community. The asset lock not only relates to the life of
the company but also to its dissolution or sale. The CIC also has to submit an
annual Community Interest Report to the regulator. Within this structure, there are
different available formats which give flexibility to customise the CIC to particular
needs. The Regulator of Community Interest Companies annual report of 2011/2012
shows that there are over 6,000 CICs operating across a number of sectors,
including arts, education, environment, health, industry and transport. (EU 2013:34)
More recently, the UK has introduced the The Public Services (Social Value) Act,
2012 which became live in January, 2013. This legislation is aimed at businesses to
support them to be competitive in gaining public service contracts. The Act seeks to
embed social value in public procurement. The Act, for the first time, places a duty
on public bodies to consider social value ahead of a procurement. It addresses the
following, which encompasses the triple bottom line considerations:
23
"(a) how what is proposed to be procured might improve the economic, social and
environmental well-being of the relevant area, and
(b) how, in conducting the process of procurement, it might act with a view to
securing that improvement." (National Association for Voluntary and Community
Groups -NAVCA, 2013).
However, it should be noted that social enterprises, depending on the nature of their
business, choose from a variety of legal forms. In the UK, social enterprises may
choose to be charities, CICs, companies limited by guarantee and industrial and
provident societies.
Ireland
There is no specific legal form for social enterprises in Ireland. However, many social
enterprises use the legal form of a company limited by guarantee, with a smaller
number using legal forms such as industrial and provident societies (O’Shaughnessy,
2008:24). Additionally, social enterprises may also avail of charitable status from the
revenue commissioners which provides them with certain exemptions in their tax
returns. The Charities Act (2009) has more recently come into effect, which when fully
implemented, will include many social enterprises and will act as a form of regulation
for charities.
Similar to Ireland, Germany does not have any specific legal form for social
enterprises. According to Birkhölzer (2008:22) this is largely due to politicians and
public policy ignoring concepts such as the social economy or social enterprises.
However, that is not to say that they do not exist. In spite of this difficult context and
although not labelled as such, many social enterprises are working with economically
and socially disadvantaged groups across many areas of work and enterprise.
Conclusion
Social enterprises are clearly of paramount importance in EU and national policies
going forward. It is apparent that the objectives of social enterprises are inextricably
linked to emerging policy priorities at the national and pan-national level within the
EU. The SBI represents policy level recognition of the significance of social
enterprise to the future development of the EU. The important question which
24
remains is when can we expect to see the implementation of the SBI proposals? It
should be noted here that the SBI is the first step towards implementing measures to
create a friendlier European environment that enables and supports the growth of
social enterprise and will ultimately impact on national economic growth, increase
employment opportunities and reap social and environmental dividends in member
states. We have seen some areas of the SBI come into regulation, for example,
Regulation (346/2013) which gives formal institutional recognition to social
investment funds. It is expected that outstanding proposed measures will be
adopted over time via green and white papers. However, this chapter has shown
that at the current time, social enterprise development across some EU member
states remains haphazard, and in many cases lacks national policy direction. As
Europe emerges from the economic problems of recent years and seeks to address
the resultant social consequences in a way that does not add to the financial
burdens borne by member states, social enterprise offers a potentially powerful
means to support economic, social and environmental wellbeing. In this context, the
implementation of the SBI proposals is clearly a policy priority.
25
References
Anheier, H.K. (2005) Nonprofit Organization Theory, Management, Policy.
Routledge: London & New York.
Banks, J.A. (1972) The Sociology of Social Movements. MacMillan: London.
Billis, D. (1993) Organising Public and Voluntary Agencies. Routledge: London.
Birkhölzer, K. (2008) Germany. In J. Defourny, & M. Nyssens Social Enterprises in
Europe: Trends and Developments. Working paper, no: 08/01 (pp. 22-23).
EMES: Belgium.
Borgaza, C. & Defourny, J. (2001) Conclusions: Social enterprises in Europe: a
diversity of initiatives and prospects. In Borzage, C. & Defourny, J. (Eds.) The
Emergence of Social Enterprise (pp. 350-370). Routledge: London and New
York.
Borgaza, C. & Santuari, A. (2003) New trends in the non-profit sector: The
emergence of social entrepreneurship. In OECD (Ed.) The Non-profit Sector
in a Changing Economy. OECD: Paris.
Borzaga, C., Galera, G. & Negales, R. (Eds.) (2008) Social Enterprise: A New
Model for Poverty Reduction and Employment Generation: An Examination of
the Concept and Practice in Europe and the Commonwealth of Independent
States. EMES & UNDP Regional Bureau.
Borzaga, C. & Paini, F. (2011) Le Cooperative Sociali in Italia: Storie, Valori Ed
Esperienze Di Imprese A Misura Di Persona. Altraeconomia: Italy.
(Translation: Carla Ranicki)
Clann Credo, Social Finance (2012) www.clanncredo.ie [Accessed 20.02.14].
Defourny, J. & Develtere, P. (1999) The social economy: The worldwide making of
a third sector. In J. Defourny, P. Develtere, & B. Fonteneau. L’economie
Sociale au Nord et au Sud. (pp. 15-40). Centre d’Economie Sociale:
Universaire de Liège, Belgium.
Defourny, J. (2001) Introduction: From Third Sector to Social Enterprise. In C.
Borzaga and J. Defourny (Eds.), The Emergence of Social Enterprise (pp. 1-
28). Routledge: London.
Defourny, J., Favreau, L. & Laville, J. (2001) Introduction to an International
Evaluation. In Spear, R., Defourny, J., Favreau, L. & Laville, J. (Eds.)
Tackling Social Exclusion in Europe (pp. 3-28). Ashgate: Aldershot.
26
Defourny, J. Nyssens, M., Adam, S. & Johnson, T. (2006) Social Enterprise.
London: Routledge.
Defourny, J. & Nyssens (2008) Social Enterprises in Europe: Trends and
Developments. Working paper, no:08/01. EMES: Belgium.
Drucker, P. (1990) Managing the Non-profit Organisation: Principles and Practice.
Harper Collins: New York.
Department of Trade and Industry (UK 2002) Social Enterprise: A Strategy for
Success. DTI/Pub. 6058/5k/07/02/NP. URN 02/1054
Eden Project (2013) www.edenproject.com [Accessed 28.02.14]
European Commission (1993) White Paper. Growth, Competitiveness,
Employment. The Challenges and Ways Forward into the 21st Century.
Office for Official Publications of the European Communities. Luxembourg.
European Commission (2013) Social Business Initiative: Creating a favourable
climate for social enterprises, key stakeholders in the social economy and
innovation. COM (2011) 682 final. European Union Commission (2013)
Social Economy and Social Entrepreneurship: Social Europe Guide. Vol. 4.
Director General for Employment, Social Affairs and Inclusion. Brussels.
European Commission (2011a) Twelve levers to boost growth and strengthen
confidence: Working together to create new growth. Communication from the
Commission to the European Parliament, the Council, the Economic and
Social Committee and the Committee of the Regions. Brussels, 13.4.2011
COM (2011) 206 final. Brussels, 7.12.2011COM(2011) 870 final.
European Commission Press Release (2011) New Measures to Stimulate Funding
for Social Businesses. Downloadable at (http://europa.eu/rapid/press-
release_IP-11-1512_en.htm?locale=en). [Accessed 20.02.14]
European Commission (2012) Citizens' Summary: EU Proposals for Helping Social
Businesses get Funding from Private Investment Funds. Downloadable at
(http://ec.europa.eu/internal_market/investment/docs/social_investment/2011
1207cs_en.pdf). [Accessed 20.2.14]
European Commission (2013) Social Economy and Social Entrepreneurship, Social
Europe Guide: Vol. 4. Brussels.
European Commission (2013a) Europe 2020: A strategy for delivering smart,
sustainable and inclusive growth. Official Journal of the European
Commission. Section 125.04.2013, pp. 115-138.
27
Euricse and the International Co-operative Alliance (2012).
www.euricse.eu/worldcooperativemonitor [Accessed 20.02.14]
Evers. A. (2012) Third Sector Definition. Downloadable at www.emes.net.
[Accessed 20.02.14]
Gallup Organisation (2009) Access to Finance. Analytical Report. Commissioned
by the Directorate General for Enterprise and Industry of the European
Commission in cooperation with the European Central Bank. Downloadable at
http://ec.europa.eu/public_opinion/flash/fl_271_en.pdf. [Accessed 20.2.14]
Hart, T. & Houghton, G. (2007) Assessing the Economic and Social Impacts of
Social Enterprise: Feasibility Report. Office of the Third Sector, 2007. See
www.cabinetoffice.gov.uk/third_sector and www.hll.ac.uk/ccrs. In F. Martin &
M. Thompson (Eds.). (2010) Social Enterprise: Developing Sustainable
Businesses. Palgrave-Macmillan: New York.
International Centre of Research and Information on the Public, Social and Co-
operative Economy. (CIRIEC) (2009) The Social Economy in the European
Union. Downloadable at
http://www.ciriec.ulg.ac.be/en/pages/6_1ouvrages_rapports.htm. [Accessed
20.02.14]
Leadbeater, C. (1997) The Rise of the Social Entrepreneur. Demos: London.
Mosher-Williams, R. (Ed.) (2006) Research on Social Entrepreneurship:
Understanding and contributing to an emerging field. Vol. 1, No.3. ARNOVA
National Association for Voluntary & Community Action (NAVCA) (2013)
Downloadable at www.navca.org.uk. [accessed 20.02.14]
Nyssens, M. & Kerlin, J. (2005 ) Social Enterprise in Europe. Unpublished paper.
O’Shaughnessy, M. (2008) Ireland. In J. Defourny,. & M. Nyssens (2008) Social
Enterprises in Europe: Trends and Developments. Working paper, no:08/01.
EMES: Belgium.
Spear, R. (2002) in Social Enterprise: A Strategy for Success Social Enterprise Unit,
DTI: UK.
Speedpak (2013) www.speedpak.ie.
Westall, L. (2001) Value-led, Market-Driven: Social Enterprises Solutions to Public
Policy Goals. IPPR: London.
28
Chapter Three
Defining Soft Skills and Their Added Value to Social Enterprises
Déirdre O'Byrne & Elena Dell'Aquila
Introduction
This chapter addresses the question of what is meant by the term soft skills and
draws on various sources in the literature to define the concept. It explores how soft
skills are important for enterprise and are an essential instrument in a wider toolbox
in the management of people within a business community and their interaction with
the stakeholders of a business. Soft skills have been recognised by the European
Parliament and Council as intrinsic, not alone for effective learning and training
coupled with continuing professional development, but equally to the development of
innovation and as a strong spur to employment growth. It identifies soft skills as "...
necessary for personal fulfilment, active citizenship, social cohesion and
employability in a knowledge society." (EU 2006:4). This chapter does not attempt
to explore how soft skills in the private sphere of our lives can impact positively in our
relationships, but the reader may make these links themselves as the implications
are clear.
Soft skills, also commonly known as ‘soft competencies’ or 'people skills', are
recognised as personal attributes or a cluster of personal traits that optimise, enable
positivity and enhance people’s interactions and relationships with each other. They
are in everyday use by most people, are at different levels of existence and are
commonly regarded as a combination of competencies that contribute to better
express how people know and manage themselves, as well as their relationships
with others.
Defining Soft Skills
In the literature it is difficult to find a universal definition of soft skills or an all-
encompassing definition which provides a succinct insight. It is a broad concept that
subsumes many dimensions of the personal sphere development. Soft skills are
related to the interpersonal and intrapersonal areas. Consequently, there is a
29
relational dimension involved. Due to the intrinsic complexity of the relational
dimension, it is arduous to define and what to include or exclude within a definition.
However, it is useful to explore different approaches to defining soft skills in relation
their use and related concepts such as competence, emotional and social
intelligence, multiple intelligences and communication.
According to the definition given by the psychologist Daniel Goleman (1995), soft
skills are a combination of competencies that contribute to how people know and
manage themselves, as well as their relationships with others. Goleman (1995)
considers, in the context of success, soft skills to be twice as important as
intelligence quotient (IQ) or technical skills. Gardner (1983:17) describes the IQ
movement as being blindly empirical, basing their outcomes on the ability to reach
the correct answer while not addressing the process. Soft skills are related to a
person’s personal sphere such as ways of interacting with others, an understanding
of the social environment, a knowledge of how actions and behaviours affect and
impact on others, managing relationships, addressing problems, planning, and more
general communication.
Conversely, the concept of hard skills relates to technical, professional knowledge
and abilities, usually referring to a skill that has been learned through training and
educational programmes. Hard skills refer to occupational requirements of a job and
other activities. Hard skills are related to the ability or capability of an individual to
perform a specific task within a specific area or domain. Hard skills and soft skills
are never meant to compete with each other, but should ideally be complementary.
Soft skills are very often viewed as behavioural competencies (Boyatzis, 1982),
referring to personal attributes or characteristics that contribute to how a job is done
or the process of the job or task, as opposed to the end product of the completed
job. Boyatzis (1973: 45) describes a competency thus: "… an underlying
characteristic of an individual, which is causally related to effective or superior
performance in a job which could be a motive, trait, skill, aspect one's of self-image
or social role, or a body of knowledge which he or she uses.". McClelland (1973:47)
first referred to competency as "a critical differentiator of performance" and portrayed
by the same author as a significant predictor of employee performance and success.
30
Soft skills include interpersonal capabilities such as proficiencies in the area of
communication, conflict resolution and negotiation, leadership, personal
effectiveness, active listening, creative problem solving, strategic thinking, decision
making, team building, influencing skills and selling skills, just to name a few.
Woodruffe, (1991) also relates soft skills to the concept of competency while further
relating hard skills to the concept of competence. Dubois, (1998) concurs with these
delineations while defining competency as a set of skills, knowledge, attributes, and
desirable behaviours thought to be required for successful performance. He
describes competence as being a work-related concept which refers to areas of work
at which the person is required to have hard skills to perform: what people have to
be able to do and expected to know in order to effectively perform in their work.
Emotional Intelligence
Boyatzis (2007), after a long partnership with Goleman, stated that emotional and
social intelligences are the key competencies in leadership performance. Emotional
intelligence (EI) is a phrase used to focus attention on a particular aspect of human
talent. Even though ‘emotional intelligence’ is a simple phrase, it incorporates the
complexity of a person's capability. Earlier psychologists who have explored the
area of ‘social intelligence’ (Thorndike in the 1920s and 1930s) and Goleman (1995)
offered the notion as being a single concept. More recent psychologists have
appreciated its complexity and described it in terms of multiple capabilities (Bar-On,
1992, 1997; Goleman, 1998; Saarni, 1988). Gardner (1983) theorised within a
broader spectrum of the individual possessing multiple intelligences while including
the areas of intra-personal and inter-personal intelligences as part of a suite of
intelligences. The area of multiple intelligence (MI) will shortly be explored. Salovey
and Mayer (1990) first used the expression 'emotional intelligence' and described it
in terms of four domains incorporating knowing and handling one's own and others'
emotions. Other concepts and theories have used labels such as 'practical
intelligence' and 'successful intelligence' (Sternberg, 1996). These often blend the
capabilities described by the other psychologists with cognitive abilities and anchor
the concepts around the consequence of the person's behaviour, notably success or
effectiveness.
31
The work of Salovey and Meyer (1999), Caruso and Salovey (2004), and Goleman
(1995) on the theory of emotional intelligence have striking similarities to Gardner’s
work. The construct of EI incorporates the complexity of a person's capability. The
model introduced by Daniel Goleman focuses on EI as a wide array of competencies
and skills that drive leadership performance. In fact, Goleman describes EI as "a
trait not measured by IQ tests, but as a set of skills, including control of one’s
impulses, self-motivation, empathy and social competence in interpersonal
relationships." (Goleman,1995:73). Goleman further warns that managers in the
workplace, who do not have high degrees of EI, are usually not very good for their
organisations. Goleman's work has been highly acclaimed by the Harvard Business
Review, TIME Magazine, the Financial Times and the Wall Street Journal,
acknowledging him as being as being one of the most influential business thinkers of
our time. Goleman (1995) argues that a person’s ability to manage oneself and the
ability to relate to others, matters twice as much as technical skills for job success.
Goleman (1998) basing further claims on extensive studies on more than five
hundred organisations found that factors such as self-confidence, self-awareness,
self-control, commitment and integrity, not only created more successful employees
but more successful business. In particular, he affirms that a high level of individual
success at work is characterised by EI, or skills of social awareness and
communication. Typically, these include the ability to motivate and influence others,
to give effective feedback, to develop relationships, to monitor one’s own behaviour,
to manage emotions both of self and others and read interpersonal situations.
Following the research undertaken by Goleman, employers appear to be more
willing to invest in soft-skills development, especially at the higher management
levels. In recent years, because the corporate environment has drastically changed,
there has been a growing awareness of the importance of soft skills. The process of
evaluating and understanding the strengths and weaknesses of employees can help
implement transformative learning and in so doing, enhance key skills. Moreover,
Goleman’s study reveals not only that EI is important, but also demonstrates that the
skills that contribute to emotional intelligence can be taught and developed over
time.
32
Multiple Intelligences
The internationally acclaimed psychologist, Howard Gardner (1983) who has
researched and written extensively on the theory of multiple intelligences, the
powerful notion that as human beings, we have several separate intelligence
capacities, has identified two areas of intelligence that are closely related to soft
skills10. These are inter-personal and intra-personal intelligences. Inter-personal
intelligence Gardner explains, builds on a core capacity to notice distinctions among
others, i.e. temperament, contrasts in moods, motivation and intentions. He cites the
example of Anne Sullivan struggling to communicate with Helen Keller, a young girl
who could not hear, see or speak (Gardner, 1993). Success was only achieved
when Sullivan gained an insight into the ‘person’ of Helen Keller which did not
depend on language as a means to communicate.
In more advanced forms of this intelligence, Gardner claims the human being can
excel in areas such as communication (verbal and non-verbal), be able to see
situations from other perspectives, create positive relationships with others and
proficiency in resolving conflict with others. Intra-personal intelligence is seen to be
strong in the individual when one’s own emotional state, feelings and motivations are
self-recognised, analysed and acknowledged. The individual practices self-
reflection, explores his/her relationships and can assess with a degree of accuracy,
personal strengths and weaknesses. According to Gardner a high quotient of intra-
personal intelligence indicates a high degree of self-awareness. Although, he
acknowledges that genetics or the 'G factor' as he terms it, has a strong influence on
all intelligences. He is joined by Goleman (1995) in holding the view that while all
intelligences are present, individual or all can be nurtured and strengthened by
different interventions, one example of which is training and education. For this
reason, Gardner, although a psychologist, has had profound influence, spanning
recent decades, on educationalists and pedagogical practices across the globe.
Communication, people interaction and leadership
Carnegie (1936), who has been referred to as the grandfather of people skills,
believes that the ability to communicate effectively, value others and make them feel 10
Gardner's theory of multiple intelligences in all include seven areas: Logical/Mathematical, Musical, Linguistic, Bodily Kinaesthetic, Spatial, Inter-personal and Intra-personal.
33
appreciated is essential not just at a personal level but also in the world of business.
Although Carnegie’s, now famous publication, How to Win Friends and Influence
People is sometimes seen as a self-help book, it is also valued by business
audiences and was originally written as a guide for increasing sales. It has close
links and usage in the analysis of the importance of human relationships within the
workplace. Financial success, Carnegie believed, is due to 15 percent of
professional knowledge and 85 percent to the ability to express ideas, to assume
leadership, and to arouse enthusiasm among people. (Carnegie, 1936: xiv).
In addition, Brent and Dent (2010) stress how creating effective working relationships
and being able to positively influence people are the most powerful ways of
achieving success on business objectives. They also emphasise the importance of
being able to understand oneself and the effect on how (positively or negatively)
‘self’ relates to and impacts on others. In reaching this understanding, it is then
possible to develop skills in how to manage relationships. These ideas have a clear
resonance on Gardner’s (1983) theory of MI; intra-personal and inter-personal
intelligences and also Goleman's EI (1995).
Kurt Lewin has been internationally recognised as one of the leading influences on
modern social psychology. He has exposed the world of psychology to group
dynamics and ideas of ‘field theory’ with its assertions that human interactions are
strongly influenced by both people and their environment. In his theory of ‘force field
analysis’ and ‘unfreeze-change-refreeze’ he provides deep insights into how change
management can operate effectively within organisations. He lays a large emphasis
on how people within it understand the change process and how they can be won
over to the idea of change. He stresses the importance of incremental change and
communication, understanding people’s fears, leadership skills and finally
appreciation and the celebration of success (Lewin & Gold, 1999). Though Lewin
didn’t use the term soft skill, his references to such traits are strongly evident in his
work. Lewin et al. (1939) have analysed the personal traits of leaders and how they
pertain to leadership roles within organisations, given that the function of leadership
includes basic values, articulated goals, organizing resources, reducing tensions
between individuals, creating teams, coalescing workers, and encouraging better
performance, the personal traits of a leader are crucial to organisational success.
34
Lewin concludes that there are three styles of leadership: autocratic;
participative/democratic and laissez-faire. These styles are all determined by human
personal traits, which contribute substantially to effectiveness or non-effectiveness
within the organisation.
So why do we need soft skills?
Soft skills are important for many reasons. They are important to students, as they
are linked to performances and career development; crucial for employees to
manage their interactions and emotions in order to interact effectively with customers
and to become engaged with the workplace missions; and essential for management
and leadership skills, as they help leading teams towards common and shared goals,
accomplish organisational missions and support organisations in their future
directions and visions.
It is worthy of note that since early 2000 there has been a growing interest around
the concept of soft skills and competencies within the reports of the EU Commission.
There are new emerging requirements in the labour market and recruitment criteria,
which emphasise soft skills along with educational credentials and experience. It is
widely accepted now that in the world of work, from entry level at employee to senior
management, soft skills can boost the effectiveness of an organisation (EU 2012).
Soft skills are being increasingly sought by employers in the work place in addition to
qualifications and hard skills. Enhancing the soft skill set of a workforce will
undoubtedly lead to increased organisational effectiveness and performance and will
help meet the challenges for any organisation.
"It is now widely accepted that ‘soft’ skills like creativity and entrepreneurship for
innovation, or other ‘soft’ skills (such as interpersonal relations) are just as important
for the expanding employment sectors..." (EU 2012:40).
Similarly, a study by Cedefop (2011: 44) emphasises that " the crucial point is not the
level of formal qualification that is growing in demand but the increasing demand for
‘soft’ skills."
35
When a workforce is competent in technical skills, but has a lack of soft skills, a
competency gap emerges and can impact drastically in all areas of business.
Recruitment is a costly procedure while positive human relationships within the
organisation can lead to low staff turnover while additionally a happier workforce can
by implication, be more productive and effective. Lowering levels of staff turnover
combined with up-skilling and continuing professional development benefits the
organisation. Maintaining a client base and initiating and expanding a new one will
also be positively impacted upon. Soft skills have the potential to turn managers into
leaders. Soft skills play a vital role within the unit of the team, which is increasingly
being relied upon by modern business for the success of business. These are just
some examples where soft skills have an impact on success within the organisation.
Added Value of Soft Skills to Social Enterprises
There is an even increased added value in the development of soft skills within the
third sector. The strong social emphasis in the third sector informs the enhanced
closeness of fit between those working there and the benefits of soft skills
development, which gives those in the sector a stronger capacity to work effectively
and manage themselves and their enterprises (Martin & Thompson, 2010). Drucker
(1990) has been to the fore in understanding to process of management within non-
profit organisations. In his writing, he consistently emphasises the critical
importance of groups working together, managing conflict and developing a shared
vision in their work planning, mission statements and future growth strategies. Soft
skills are clearly highlighted as the mechanism for social enterprises as the key
dynamic in the management process by which these objectives can be met. Social
enterprises need to enhance their soft skills so people can be empowered to work
more effectively, using skills such as teamwork, work-sharing, problem-solving,
brain-storming, planning, auditing, and many other soft-skills which make the
organisation work.
Given the critical importance of soft skills, we have observed earlier that these are
being embodied in ‘New Public Management’ practices which are diffusing from the
statutory and private sectors in to social enterprises. For Ridley-Duff and Bull
(2011), soft skills allow people to manage social enterprises and are the key to
‘strategic management and planning’. The authors illustrate that any successful
36
social enterprise will have to manage a ‘balance’ across all its four broad areas of
management, namely:
I. “Return: multiple bottom line: from budgeting, social value, measurement,
social accounting through to sustainability.
II. Internal Activities: From communication structure, quality systems, flexibility
through performance.
III. Stakeholder: From focusing on stakeholder needs, sector knowledge, image
and branding, promotion, budgeting, through to evaluation.
IV. Learning: From training and development, team working and participating,
knowledge, culture, leadership, through to continuous improvement.”
(Ridley-Duff & Bull, 2011:165).
Given this difficult four-fold balancing act, it is the fourth area, ‘learning’ that will
provide the social enterprise with the tools to develop a vision for problem solving
and consensus on solutions, through engaging soft skills such as team working,
training, knowledge improvement and many others. The process, if successful will
deliver the empowerment necessary for those involved in the social enterprise to be
successful across all its bottom lines, economic, social, environmental or other. The
process has been described by Beresford and Croft (1993) as ‘citizen
empowerment’. Successive reports by Audit Scotland (on behalf of the Auditor
General for Scotland) in the UK are empowering social enterprises in this way in
delivering community health and social services (Audit Scotland 2011)11. The
Scottish experience is visionary in this respect. However, one of the central
messages from the Audit Scotland (2011) report is the need to build stronger
systems of capacity, empowerment and accountability within the enterprises, who
work in partnership with the state in providing health and social care services to
various communities. Quality information also has been identified as a key
requirement to improve these areas. These are all soft skills. Their importance is
hard to over-estimate.
So much work still needs to be done on soft skills in the Scotland for those working
with social enterprises. However, the Scottish case is typical of the wider European
Union as evidenced by the EU (2008) Conclusions on Promoting Creativity and
11
Report prepared for the Auditor General for Scotland and the Accounts Commission.
37
Innovation through Education and Training. Having identified gaps in education and
training across the EU, the report invites members to:
“1. Consider how to foster greater synergy between knowledge and skills on the one
hand and creativity on the other, as well as how best to promote, monitor and assess
creativity and innovative capacity, at all levels of education and training.” (EU
2008:3)
“3. Promote a learning culture through the development of broader learning
communities, by facilitating and supporting networks and partnerships - involving civil
society and other stakeholders - between education and related areas such as
culture on the one hand, and the working world and the other.” (EU 2008:3)
So, having identified the importance of soft skills such as creativity and innovation on
the one hand (no.1) and promotion of a learning culture (another soft skill), a key part
of the solution is to work with new communities of learners in civil society who may
also be part of the working world. Social enterprises are unique in that they best
positioned in civil society to develop learning communities and also are placed within
the aforementioned working world. The rationale for the S-Cube Project is clearly
embedded in recent EU policy.
Further, the report states:
“10. Since an increasing share of learning occurs at the workplace, in non-formal
contexts and in leisure time - often through new ICT-based learning tools and
methods - the development of creative and innovative capacities has relevance for
all aspects of lifelong learning.
11. Greater research, supported by data sharing, is needed on methods for
identifying, defining, measuring and recording learning outcomes in soft transversal
skills such as creativity and innovative capacity.” (EU 2008: 3)
The rationale for the S-Cube Project is further bolstered by the identification by the
EU Council that this emphasis on soft skills in new ‘communities of learner in civil
society’, should increasingly be facilitated through the use of ‘ICT based learning
tools’ (no.10 above) and that the ICT usage be applied to developing the soft skills of
‘creative and innovative capacities' alongside other soft skills in the guise of
‘transversal skills such as creativity and innovative capacity’ (no.11 above).
38
Conclusion
In this chapter we have outlined prominent theoretical writing, emanating from
psychological and educational fields and out of which has developed the recognition
for the need of soft skills within the workplace. With this exploration, we have
endeavoured to add to the definition of soft skills, which can be difficult for those who
are embarking on this educational journey for the first time. We have also shown
how prominent EU policy also value soft skills as necessary for economic and social
development. In addition, we have shown and demonstrated practically how the
effective use of soft skills within the management of business and people can have
positive impacts on business processes and outcomes which inevitably contributes
substantially to the success of commercial and human endeavours. Clarification has
been provided that there is a real and pressing need for the development of skills in
social enterprises; that these enterprises are best-placed to develop this potential;
and that these skills will strongly enhance performance and the achievement of their
economic and social objectives. This section has laid bare the reality that the EU
policy firmly recognises the central place that the third sector/social economy and
social enterprises therein possess, in enhancing and further developing soft skills
going forward.
Finally, in this context, the rationale for the S-Cube Project in developing soft skills in
partnerships with social enterprises has been clearly confirmed.
39
References
Audit Scotland (2011) Review of Community Health Partnerships. Edinburgh.
Bar-On, R. (1992). The development of a concept and test of psychological well-
being. Unpublished manuscript. Tel Aviv: Reuven Bar-On.
Bar-On, R. (1997). Bar-On Emotional Quotient Inventory: Technical manual.
Toronto: Multi-Health Systems.
Beresford, P. & Croft, S. (1993) Citizen Involvement: A Practical Guide for Change.
Macmillan, London.
Boyatzis, R.E. (1982), The Competent Manager: A Model for Effective Performance.
New York: John Wiley & Sons.
Boyatzis, R.E. (2007) Competencies in the 21st Century. Case Western Reserve
University: Cleveland, OH.
Brent, M. & Dent, F. (2010) The Leaders Guide to Influence: How to use Soft Skills
to get Hard Results. Pearson Education: London.
Carnegie, D. (1936) How to Win Friends and Influence People. Simon & Schuster:
New York.
Caruso, D. & Salovey, P. (2004) The Emotionally Intelligent Manager: How to
Develop and Use the Four Key Emotional Skills of Leadership. Jossey-Bass:
San Francisco.
European Centre for the Development of Vocational Training (Cedefop) (2011)
Labour market polarisation and elementary occupations in Europe, Blip or
long-term trend?. Publications Office of the European Union: Luxembourg.
Drucker, P. (1990) Managing the Non-profit Organisation: Principles and Practice.
Harper Collins: New York.
Dubois, D. (1998). The Case Competency Book (lst Ed.): HRD Press, Inc:
Massachusetts.
European Union (2006) (Parliament and Council Recommendation 2006/0962/EC)
Key Competencies and Lifelong Learning: A European Reference and
Framework. Brussels.
European Union (2008) Council Conclusions on Promoting Creativity and Innovation
through Education and Training. Brussels.
European Union Commission (2012) New Skills and Jobs in Europe: Pathways
Towards Full Employment. Downloadable from
40
http://ec.europa.eu/research/social-sciences/pdf/new-skils-and-jobs-in-
europe_en.pdf. [Accessed 20.2.14]
Gardner, H. (1983) Frames of Mind: the theory of multiple intelligences. Basic
Books: New York.
Gardner, H. (1993) Multiple Intelligences: The Theory in Practice. Basic Books:
New York.
Goleman, D. (1995) Emotional Intelligence: Why it can matter. Bantham: New York.
Goleman, D. (1998) Working with Emotional Intelligence. Bantham: New York.
Lewin, K., Lippit, R. & White, R.K. (1939) Patterns of Aggressive Behavior in
Experimentally Created Social Climates. Journal of Social Psychology. Vol.
10, pp. 271-30.
Lewin, K. & Gold, M. (1999) The Complete Social Scientist: A Kurt Lewin Reader.
American Psychological Association: Washington, DC.
Martin, F. & Thompson, M. (2010) Social Enterprise: Developing Sustainable
Businesses. Palgrave Macmillan: London.
McClelland, D.C. (1973) Testing for competence rather than for “intelligence".
American Psychologist. , Vol. 28, Issue 1, pp.1-14.
Ridley-Duff, R. & Bull, M. (2011) Understanding Social Enterprise: Theory and
Practice. Sage Publications: London.
Salovey, P., & Mayer, J.D. (1990) Emotional intelligence. Imagination, Cognition,
and Personality, Vol. 9, pp. 185-211.
Saarni, C. (1988) Emotional competence: How emotions and relationships become
integrated. In R.A. Thompson (Ed.), Nebraska Symposium on Motivation,
Vol. 36, pp. 115-182.
Sternberg, R.J. (1996) Successful Intelligence: How Practical and Creative
Intelligence Determine Success in Life. Simon and Shuster: New York.
Thorndike, E. (1921) The Teacher's Word Book. New York Teacher's College,
University of Columbia: New York.
Thorndike, E (1932) The Fundamental of Learning. New York Teacher's college,
University of Columbia, New York.
Woodruffe, C. (1991). Competent by any other name. Personnel Management, Vol.
23, Issue 9, pp. 30-33.
41
Chapter Four
Role Play in Virtual Environments
Luigia Simona Sica, Orazio Miglino, Andrea Di Ferdinando
Contextual Background
The aim of this chapter is to introduce an exploration of the potential of games in the
educational sector. The use of digital technology opens up many new avenues for
learning, education and training. Through the technologies of connective typology,
learning does not translate into a solitary relationship between the user and his or
her computer, but it becomes a real social dimension. In this context, and due to its
characteristic of a pervasive technology, instead of being regarded as a
circumscribed topic or a group of assets defined narrowly within a course of study
(Technology Enhanced Learning), it may be perceived as a more comprehensive
and far-reaching in its impact on learning and teaching (Jessel, 2011). In this
context, the use of learning from experience is a privileged model for study because
it allows the use of simulation and game environments as technologies for training
and education (Miglino et al., 2012; 2013). Through digital device connection games
the technology can easily involve multiple players, creating a social context within
which it is necessary to articulate ideas and make decisions based on the goals to
be achieved (Gee, 2004). With game-based learning via computer or digital
connectivity, the social dimension may also work towards teamwork and/or promote
the acquisition and management of socio-relational skills and soft skills (Williamson,
2009).
Educational research in this area has generated many methodologies, tools and
practices exploiting the potential of technology (Sica, Delli Veneri, Miglino, 2012).
Despite technical and methodological progress, for the most part, e-learning still
consists of video-lessons and page-turning web sites.
The dynamics of teaching, learning and/or training through multimedia tools is,
instead an active process that takes into account different general principles of
cognitive control (Mayer, 2001): the dual coding (Paivio, 1991); the cognitive load
42
(Chandler & Sweller, 1991); and the active processing (Mayer, 2001). This process
produces in turn its own specific principles: the integrated mental model (multimedia)
that is rich in clues and recovery (Mayer & Anderson, 1991); the spatial and temporal
proximity of stimuli that facilitate learning (Mayer & Anderson, 1992); the relevance
or consistency of the material proposed (Harp & Mayer, 1998); the different ways of
transmitting information (Mayer & Moreno, 1998); and the customisation of the
teaching or learning dynamic (Mayer & Gallini, 1990).
The use of computer games to foster learning and training processes is a relatively
new input to the world of education; the interest in exploiting the educational
potential of computer games is increasing as instructional games involve a direct
focus on the learner’s active participation. Alessi (2000) stresses the importance of
game-based learning, clarifying that it is a balance between conceptual (teaching
about) and procedural (teaching how to do) knowledge. Computer games address
many of the limitations of traditional instructional methods; games have the ability to
motivate learning, increase knowledge and skill acquisition and support traditional
teaching methods.
Much attention has been given to so-called ‘serious gaming’ (the use of commercial
or ad hoc games for serious educational purposes) (Ives & Junglas, 2008). The
effectiveness of a serious games based approach lies in these words of Van Eck:
“The extent to which these games foil expectations (create cognitive disequilibrium),
without exceeding the capacity of the player to succeed, largely determines whether
they are engaging. Interacting with a game requires a constant cycle of hypothesis
formulation, testing, and revision. This process happens rapidly and frequently while
the game is played, with immediate feedback. Games that are too easily solved will
not be engaging, so good games constantly require input from the learner and
provide feedback” (Van Eck, 2006: 5).
Moreover, serious games promote those levels of attention and concentration that
teachers and trainers imagine people should apply within their own learning process.
Therefore, this begs the question of what can the vocational and educational sectors
learn and derive from these games in order to enhance the learning process by
enjoying oneself?
43
Developing Digital Games for Formative/Educational Goals
Game-Based Learning (GBL) is the use of digital games with serious goals (i.e.
educational and training objectives) as tools that support learning processes in a
significant way. It is also known as educational gaming. Studies in the field of GBL
show a clear relationship between playing digital games and learning. Digital games
can provide challenging experiences that promote the intrinsic satisfaction of the
players, keeping them engaged and motivated. Moreover, players have fun while
playing a game. Indeed, in games, the challenge usually increases as the game
progresses. Therefore, players need to improve their skills and learn new strategies
to complete the game successfully.
Another feature of digital games that is remarkably aligned to good learning is that
games provide short feedback cycles. This allows players to explore the game
environment freely, trying out their hypotheses, learning by trial-and-error and obtain
immediate information that they can use to re-define any wrong assumptions made;
all within a risk-free environment. Therefore, video games are an ideal medium to
promote authentic learning and ‘learning by doing’ processes. In this sense digital
games can provide meaningful learning experiences by simulating highly interactive
scenarios that professionals encounter in actual settings, where they face open-
ended, real-world problems (Miglino & Sica, 2013).
For the reasons mentioned above, an increasing number of trainers and teachers
recognise the value of digital games in education. Most of the successful GBL
experiences have used mainstream games, usually referred to as ‘Commercial-Off-
The-Shelf’ (COTS) games, because they are ready to use.
Thus, what is the point of creating our own educational games, if there are resources
out there ready to be used? There are clear benefits that come from using custom
designed games developed directly by educators instead of using COTS; one reason
being that barriers to the implementation of GBL in formal learning settings have
been identified. For example, the lack of integration of most games with a current
curriculum and the lack of appropriate assessment frameworks inhibits the
contribution that can be made through these forms of GBL. Indeed, COTS games
are developed to be entertaining, not educational. In addition, COTS games
44
invariably do not meet formative standards that might be required for educational or
training purposes.
Many educational games available in the market generally do not meet trainers or
educators’ expectations. It is therefore important that educators and trainers can
input into the development of games that have direct relevance to their teaching or
training objectives and students’ trainees’ profile, whilst also meeting the
requirements of their own institutions or training and educational standards.
However, it needs to be stressed that the creation of high-quality games can be a
challenge, with multiple approaches and possibilities available.
Field experiences: “ProActive” and “T3 -Teaching to Teach with Technology”
(UNINA Projects)
In order to overcome the afore mentioned challenges, two projects were developed
in past times by UNINA in order to propose a framework in which teachers and
trainers would design and implement their own learning games, using the Eutopia
software - or at least, actively contribute to this process (Miglino et al., 2012). The
two projects funded by the EU Leonardo Da Vinci Life Long Learning Program were
‘ProActive’ (www.proactive-project.eu) and ‘Teaching to Teach with Technology - T3’
(www.t3.unina.it). This work was designed to validate an innovative teacher-trainer
programme, whilst demonstrating realistic ways of exploiting advanced techniques
within the real constraints facing teachers in their work.
The ProActive project tackled creativity in the context of lifelong learning by
stimulating creative teaching practices through the use of different learning
metaphors in various educational levels. Through a constructivist approach, the
project created learning contexts where teachers and trainers could apply creativity
in designing their own GBL scenarios through using digital tools. ProActive offered
teachers and trainers the possibility to use GBL as an innovative and imaginative
approach in their teaching practices, enabling them to create learning environments
which had the potential to be interesting and engaging for their students. As regards
final product outcomes, ProActive produced guidelines on designing and including
learning creativity which is enhanced by GBL and disseminated a database of GBL
scenarios and related active learning culture within the EU education community.
45
The ‘Teaching to Teach with Technology (T3)’ project designed and validated an
innovative teacher-trainer program, demonstrating realistic ways of exploiting
advanced techniques within the real constraints facing teachers in their work. Key
features of the programme included:· theoretical classes discussing the features and
advantage of the new technologies;· practical workshops in which learners
(university teaching staff, teachers and trainers) simulated learning sessions and
familiarised themselves with the technologies;· project work in which learners
prepared learning projects for use in their own classes, implemented the project and
evaluated the results; and joint assessment of the results by participants in the
programme was conducted. The final output of the project was a set of freely
available tools, designed to encourage the uptake of new learning technologies to
employ in universities, schools and professional training.
The EUTOPIA Platform: from “Sisine” to “S-Cube”
EUTOPIA is an online 3D role-playing environment similar to other virtual
environments like Second Life™. With this platform educators and trainers can
create virtual scenarios where students or trainees play a role and simulate a
specific situation. EUTOPIA can be used, for example, to improve negotiating skills
and intercultural awareness of professional trainers and staff in contact with the
public. The game development process within EUTOPIA is quite straightforward.
Teachers just need to select one of the predefined 3D scenarios (e.g. a city or a
meeting room), select the roles to be undertaken (i.e. define the personality and
choose a predefined avatar for each character) and assign them to each participant
or student. Then the teacher or trainer must set up a virtual session (i.e. a
simulation) on a server using the created scenario. Participants and tutors then join
the role play scenario session and interact with each other, following the teacher’s or
trainer’s plan.
EUTOPIA S-Cube represents the current development of a previous experience in
developing an Information and Communication Technology: SISINE, developed by
the Natural and Artificial Cognition Laboratory. SISINE (Miglino et al., 2007) was
used to provide innovative training practices and to improve negotiating skills and
intercultural awareness of professional trainers, front-office staff and other staff in
contact with the public. The training offered focused on the kinds of negotiation
46
workers engage in during their everyday professional activities (rather than on
classical managerial negotiation). The training methodology was based on a
blended strategy, combining classroom learning with e-Learning based self-study.
Both the classroom learning and the self-study sessions made intensive use of a
novel simulation environment. The environment incorporated technologies from
Multiplayer Online Role Playing Games (MORPG) (Okamoto et al., 2007). The use
of simulation ensured that users could ‘learn by doing’ at home as well as in the
classroom (Miglino, 2007). EUTOPIA, in fact, is an online platform that allows the
production of a particular type of serious game: an educational Multiplayer Online
Role Playing Games (e-MORPG). From the formative-teaching side, EUTOPIA has
the role to transfer the methodological tradition of the psychodrama (Moreno, 1946)
from the real world into a virtual 3D world. The platform provides the normal
functionality expected of a MORPG (Madani & Chohra, 2008), as well as additional
functions that allow a trainer to set up games, intervene during the game, record
specific phases of a game, annotate recordings and discuss aspects of the role play
with the players. Trainers or teachers can write scripts for online multiplayer games.
In designing a multiplayer game they can choose the roles, goals, bodies and
personalities of individual players. Once the game is in progress, they can watch
what is going on from any viewpoint, intervene at any moment, send messages to
players, or activate special ‘events. When the role play is completed, they can
critically analyse, lead a group discussion and analyse the strategies adopted by the
players through a reflective learning mechanism. This step of debriefing becomes
fundamental for the learning process.
As well as preparing scripts for online games and assigning characters to users,
there are two other ways in which teachers or tutors can intervene in the learners'
interactions with EUTOPIA. One is to take the role of one of the characters in the
simulation and the other is to act as an invisible stage director. In this second role,
tutors can: a) invisibly observe the interactions among players; b) access the players'
‘private characteristics’; c) listen to private messages (‘whispers’) between players;
d) ‘broadcast’ messages visible to all players; e) exchange private messages with a
specific user; and f) activate events, changing the course of the simulation.
Learners that play out the scenarios reach the virtual stage-set where they can
47
interact with each other through controlling a virtual alter ego, the avatar (see Figure
3.1).
Figure 3.1: Physical Appearance of the Eutopia Avatars
Once logged in, the learners join a 3D graphical environment in which they are
represented by avatars, and can use them to explore the role play environment.
Players communicate via short texts as well as using different forms of para-verbal
and non-verbal communication. For instance, they can control how loud they want to
speak (shown by the size of characters text used in the bubble cartoons) and in what
tone of voice (shown by the shape of the bubble). Players can control avatars’
gestures and body movements. They can also ‘whisper’ messages to each other:
These are audible only to the other partner in the conversation and to the tutor.
Finally, they can communicate with the tutor to ask for advice or clarification or to
raise any other question that concerns them. In particular, the EUTOPIA kit is made
up of three software components with different functions:
1. Editor - Creation of group sessions and of the elements needed for the training.
The Editor is used by the tutors.
2. Client – Interaction with other users inside the role play group sessions. The
client is divided into two areas: a ‘Master’ for the tutors and ‘Player’ for the users.
3. Viewer – Visualise the previous recorded group interaction sessions, recorder
editing and add personal comments. The Viewer can be used by users. The
environment is represented in 3D graphics allowing participants to move around in
the space and to approach other avatars (see Figure 3.2). The first step is to create
a storyboard or script which defines the starting point for a story. All scripts are
based on a standard structure which determines the way it is stored in the database.
Each script has a name (a brief definition which defines the activity), a description of
48
the activity, a story (a detailed, perhaps even quantitative description of the scenario,
of the events related to the training session issues, and of possible outcomes), a
maximum available role play time, group goals and success criteria (information
about one or more goals common to all participants in the interaction).
Figure 3.2: The 3D Environment
Each script has a ‘general goal’. The success of the training course depends on the
progress that is made in achieving this goal. Additionally, the script describes partial
goals for each online session. All partial goals are related to the general goal.
The software gives the opportunity to choose and define the personality of the
different characters that will be involved in the role play session. For each character
we can define:
Features (sex, age, social status)
Characteristic elements (physical aspects)
Role in the story
Personal story
Personality aspects (associated with specific non-verbal
communication capabilities)
Individual goals
49
Starting from a script chosen by the tutor, each participant plays the role of one of
the characters, associated with an avatar. Each participant knows the story in which
his or her character is involved, knows the goals shared by all participants, and
knows the goals of his or her character and their own individual story (which is not
known by the other participants).
During the simulation, the tutor can introduce new elements which may influence the
interaction: unforeseen difficulties and new resources. All these events are foreseen
in the script, which provides a description of the event and the way it should be
presented. The tutor activates events, at what he or she deems to be the most
appropriate moment in the simulation. An event could be either a text (letter, fax or
document) which appears on the screen, or be represented by an avatar character
that enters the scene and delivers a message (text and other non-verbal elements).
In the S-Cube version of EUTOPIA, tutors also have the possibility to bookmark a
situation during the session. This provides the opportunity to rewind the session to
that bookmark when needed for debriefing purposes (see Figure 3.3).
Figure 3.3: The Bookmark Function
At the end of the interaction, the tutor watches the simulation recording, notes his or
her impressions and conclusions, and analyses the results (if necessary in
50
quantitative terms). It is very important that they assesses whether the group and
individual goals have been achieved and to what extent.
The tutor sums up the most important aspects of the role play session and the way in
which the participants have conducted themselves within the session. He or she
makes it clear whether, and to what extent, the participants have achieved their
individual and group goals. Feedback can be provided immediately after the
simulation or in a later meeting. The discussion of the results of the session is
conducted within the simulation environment, in free chat mode. During the training
experience, players are asked to complete questionnaires on their learning process
and outcomes to contribute to data collection an analysis of the final outcomes. It is
possible to use either 3D or 2D environments (Figure 3.4) to achieve this. The latter
can be likened to a normal chat room. The tutor may choose the better one
according to training aims and goals.
Figure 3.4: The 2D Environment
Conclusion
The S-Cube version of EUTOPIA is a comprehensive and highly functional
simulation role play, flexible in its capacities to create and then teach or train with a
51
range of bespoke avatar based e-Learning scenarios. Importantly, for learning
purposes, EUTOPIA allows tutor intervention in-game as well as post-game to create
multiple debriefing opportunities.
The next three Chapters (The Training Methodology; The Training Needs Analysis;
Evaluation of the Online Role Play Trials) describe first, a set of methods used to
develop and trial the impact of the S-Cube Learning Programme on social enterprise
stakeholder soft skills; next the training needs analysis approach adopted and its
findings are reported, and finally an evaluation of the trial outcomes is discussed.
52
References
Alessi, S. (2000) Building versus using simulations. In J. M. Spector and T. M.
Anderson (Eds.) Integrated and Holistic Perspectives on Learning, Instruction
and Technology: Understanding Complexity. Kluwer: Dordrecht.
Chandler, P. & Sweller, J. (1991) Cognitive load theory and the format of instruction.
Cognition and Instruction, Vol. 8, pp. 293-332.
Gee, J. (2004) What Video Games have to Teach us about Learning and Literacy.
Palgrave Macmillan: New York.
Jessel, J. (2011) The virtual learning environment: directions for development in
secondary education. Paper presented at the 10th European Conference on
e-Learning. Brighton, November, 2011.
Jves, B. & Junglas, I. (2008) Ape forum: Business implications of virtual worlds and
serious games. Quarterly Executive, Vol. 7, Issue 3, pp. 151-156.
Madani, K. & Chohra, A. (2008) Towards intelligent artificial avatars’ implementation
in a negotiation training dedicated multi player online role playing game
platform. International Journal of Computing, Vol.7.
Mayer, R. E. (2001) Multimedia Learning. Cambridge University Press: New York:
Mayer, R. E. & Anderson, R. B. (1991) Animations need narrations: An experimental
test of a dual-coding hypothesis. Journal of Educational Psychology, Vol. 83,
pp. 484-490.
Mayer, R. E. & Anderson, R. B. (1992) The instructive animation: Helping students
build connections between words and pictures in multimedia learning. Journal
of Educational Psychology, Vol. 84, pp. 444-452.
Mayer, R. E. & Gallini, J. K. (1990) When is an illustration worth ten thousand
words? Journal of Educational Psychology, Vol. 82, pp. 715-726.
Mayer, R. E. & Moreno, R. (1998). A split-attention effect in multimedia learning:
Evidence for dual information processing systems in working memory. Journal
of Educational Psychology, Vol. 90, Issue 2, pp. 312-320.
Miglino, O. (2007). The SISINE project: developing an e-learning platform for
educational role-playing games, ERCIM NEWS, 71, pp. 28.
Miglino, O., Di Ferdinando, A., Rega, A. & Benincasa, B. (2007) SISINE: Teaching
Negotiation Through A Multiplayer Online Role Playing Game. In D. Remenyi
(Ed.) Methodologies, Tools and New Developments for E-Learning.
Proceedings of the 6th European Conference on E Learning. pp. 439-448.
53
Copenhagen, October, 2007. Academic Conferences Limited: Reading.
Miglino, O., Nigrelli, M.L. & Sica L.S. (Eds.) (2012) Role-games, Computer
Simulations, Robots and Augmented Reality as New Learning Technologies:
A Guide for Teachers, Educators and Trainers. Publicacions de la Universitat
Jaume I: Castellón.
Miglino, O. & Sica, L.S. (2013). Theoretical perspectives of hands-on educational
practices: from Vygostsky and Piaget to embodiment cognition . In Orazio
Miglino, Raffaele Di Fuccio, Angelo Rega (Eds.) Technology to Enhance
Hands-on Psycho-pedagogical Practices. NEA-SCIENCE. Vol. 1, Issue 3, pp.
6-14.
Moreno, J. L. (1946). Psychodrama and Group Psychotherapy. Reading at
American Psychiatric Association Meeting, Chicago.
Okamoto, S., Kamada, M. & Yonekura, T. (2007) A Simple authoring Tool for
MORPG on Web. Institute of Electronics, Information and Communication
Engineers Tech. Rep. Vol. 107, Issue 130, MVE2007-30, pp. 43-47.
Paivio, A. (1986). Mental representations: A Dual Coding Approach. Oxford
University Press: Oxford.
Prensky, M. (2001) Digital Game-based Learning. McGraw-Hill: New York.
Sica, L. S., Delli Veneri, A. & Miglino, O. (2012) Exploring new technological tools
for education: Some prototypes and their pragmatical classification”. In Elvis
Pontes (Eds.) E-learning / Book 1. Technological Research Institute of São
Paulo (IPT): São Paulo.
Sica, L.S., Nigrelli, M.L., Rega, A. & Miglino, O. (2011) The “teaching to teach with
technology” project: Promoting advanced games technologies in education.
The Future of Education, Conference Proceedings 2013. Vol. 2, pp. 169-173.
Libreriauniversitaria.it Edizioni: Firenze, Italy.
Van Eck, R. (2006) Digital game-based learning: It's not just the digital natives who
are restless. EDUCAUSE Review. Vol. 41, Issue 2, pp. 16–30.
Williamson, B. & Payton, S. (2009) Curriculum and Teaching innovation: Futurlab.
Downloadable at
http://www.futurelab.org.uk/resources/documents/handbooks/curriculum_and_
teaching_innovation2.pdf. [Accessed 20.02.14]
54
_________________________________________________________
SECTION TWO: DEVELOPING THE S-CUBE LEARNING
PROGRAMME
Chapter Five
The Training Methodology
Elena Dell’Aquila & Jonathan Lean
Introduction
This chapter describes and illustrates the methodological approach adopted for the
design and evaluation of the S-Cube Learning Programme. Full methodological
materials were developed within the project to allow trialling of the e-Learning
Programme across three partner countries (United Kingdom, Germany and Ireland)
through introducing a soft skill-social enterprise orientated online role play learning
scenario to some 116 European volunteer social enterprise stakeholders for
evaluation and feedback12. The scenario was supported by surveys to measure both
the actual impact of the Learning Programme on participant soft skill development in
these volunteers, and their perceptions of the fidelity, utility and effectiveness of the
online role play vehicle.
Specifically the whole training process comprised of the following stages:
Training Needs Analysis
Self-reflection stage (before the online trialling)
Two sessions of online trialling
Final self-reflection stage (after the online trialling)
Evaluation of the trialling stage
This training approach is described in the Overall S-Cube Methodology Process
(Figure 5.1).
12 English and German language versions of the S-Cube Learning Programme were developed and trialled.
55
Training Needs Analysis
The Training Needs Analysis identified where European social enterprise
stakeholders considered the extent to which soft skills shortfall were perceived to
exist for those working within social enterprises (see Chapter Six for a full description
of the Training Needs Analysis).
Self-Reflection Process
To obtain any meaningful evaluation of the potential of the S-Cube Learning
Programme to promote the development of soft skills in social entrepreneurs, it was
critical to recruit a large enough cohort of volunteer participants to be trained in each
country. It was agreed that at least seventy participants in total across the three
countries would need to be involved in an integrated process of training that
comprised of assessment, trialling and evaluation stages (a high figure but based on
the assumption that there would be volunteer participant dropout at stages within the
Programme).
SELF-REFLECTION (See Stage 2 in Figure 5.1)
In each trial country the facilitators briefed the participants on the objectives of the
self-reflection and trialling processes and what their engagement with the Learning
Programme would comprise of. A ‘Pre-Trial Briefing Document’ was issued to all
participants (see Supplement 5.1). It was highlighted that many social enterprises
recognise the importance of nurturing the actual and potential contributions of
employees and show interest in maximising the value that each individual can add to
an organisation. The self-reflection process was designed to allow participants to
identify particular strengths related to their soft skills alongside areas for potential
enhancement. They were reassured that they would be involved in a non-
judgmental process, as the attention was focused on how they could best apply
personal strengths.
At this stage participants were asked to complete the following:
A. Self-reflection questionnaires
B. Open-ended qualitative questions
56
The surveys comprised of self-reported questionnaires, instead of ‘personality
evaluation questionnaires’. This meant that they could help individuals learn more
about themselves (although any survey of this nature can only provide partial
insight). For the purposes of this project, the initial self-reflection, combining both
quantitative and qualitative data, provided a picture of an individual against which the
impact of the S-Cube trial could be measured through a further terminal self-
reflection (i.e. Stage 5 in Figure 5.1).
The self-reflection instruments can be found in Supplement 5.1.
A. Self-reflection questionnaires:
The design of the two quantitative surveys was informed by two widely used
personality and soft skill frameworks, namely; the ‘Johari Window Model’ and the
‘Boyatzis Competency Model’.
Johari Window Model
The adapted Johari questionnaire allowed survey participants to reflect on various
personality areas, specifically self-awareness, personal development, group
development and understanding of relationships in the form of a series of scaled
statements.
Soft Skill Questionnaire
This self-assessment questionnaire incorporated the soft skill parameters of the
Competency Model and featured a series of scaled statements. It was designed to
capture measures of the soft skills parameters surveyed in the earlier Training
Needs Analysis.
B. Open-ended qualitative questions
The aim of these questions was to add to the information gathered by the two
assessment tools and allow participants to provide more qualitative input about
personal motivations for participating in the trial and perceptions regarding the value
of e-learning for soft-skills development.
58
TRIALLING (See Stages 3 and 4 in Figure 5.1)
After the self-reflection phase, participants engaged in two cycles of trialling within a
specific learning scenario labelled – Futurepositive (the detail of the scenario is
discussed in the next section of this Chapter - ‘Learning Programme Description’). It
was agreed across partners that for the role play scenario test, there would be at
least 23 participants from each of the three countries involved in the trial (≈70
required participants needed for a representation of European social enterprise
stakeholders). Each partner worked hard to recruit trial participants and the actual
number of volunteers at the start of the process was 40 in the UK, 53 in Ireland and
23 in Germany respectively. The 116 participants entering the trial in the first cycle
would likely ensure that at least 70 would complete the whole training process.
The trialling with the participants was carried out over an extended period of time
using facilitators. For each trial event, a cohort of five participants engaged in the
online role-play with the Futurepositive scenario. This number of participants was
chosen as it could bring about the emergence of group dynamics within the role play
and render evaluation of any learning observations (by the Facilitators) possible.
Moreover, the same scenario was adopted and administered in the trial countries in
an identical way so that a full comparative analysis could be more readily achieved.
This could help to ascertain similarities and/or differences between how the Learning
Programme was experienced in the three countries where it was being trialled. Two
experienced facilitators managed the dynamics of each scenario trial. They
undertook orientation training first on how to facilitate an S-Cube online role play
session.
After the first trial (Stage 3), feedback was gathered from participants regarding the
effectiveness of the learning scenario and the software usability through a ‘Post Trial
Evaluation Survey’ comprising of closed, scaled and open questions (see
Supplement 5.2) at the ‘Feedback and Revisions’ point of the methodological
process (see Figure 5.1). This was administered via an online survey immediately
after the trial and debriefing activity was completed. So as to attain a comparative
analysis of all trials in each country, an evaluation protocol with clear guidelines was
followed by each partner in order to have comparable results.
59
A debriefing process followed the initial scenario trials where the perceived
effectiveness of the scenario design and delivery mode was evaluated. This
feedback informed the subsequent revisions to the scenario make-up and facilitation.
In addition, observations from S-Cube facilitators were also used to inform the series
of revisions made across the whole Learning Programme. Recordings of each role-
play session were made to assist facilitators in their observational evaluation of the
S-Cube trials.
Once the revisions to the Learning Programme and software environment were
made, the second cycle of trialling (Stage 4) then followed with the same structure as
the first trial (Stage 3), within which the remaining 77 participants (38 in the UK, 26 in
Ireland and 13 in Germany) re-trialled with the Futurepositive learning scenario. One
addition was the development and introduction of a more comprehensive S-Cube
Futurepositive Scenario Learning Programme. This comprised of a series of
modules of study that allowed participants to reflect on their own soft skills, debrief
on the soft skills used by the characters in the learning scenario, and take a
prospective view of how to further develop their own soft skills (see ‘Learning
Programme Description’ section for a fuller outline). As participant time was
precious, it was decided to allow the volunteers 20-30 minutes to evaluate the design
and development of the modules, with oral feedback received to permit final
revisions to the content.
FINAL SELF-REFLECTION (See Stage 5 in Figure 5.1)
After the second phase of trials, an adapted version of the self-reflection surveys
used before trial 1 was completed by participants. Changes in the self-assessed soft
skills of participants were measured at this juncture. By comparing ‘before’ and
‘after’ data across the trial cohorts, an assessment of the impact of the S-Cube trial
on participants was established. This formed one element of the overall evaluation
of the trial (see below).
OVERALL EVALUATION OF THE S-CUBE TRIALS (See Stage 6 in Figure 5.1)
In addition to the self-assessed impact of the trial on the soft skills of participants
(see above), further evaluation took place during this stage. This assessment drew
60
on survey results focussed on the learning effectiveness of the Futurepositive
scenario and the usability of the S-Cube software (gathered again via the ‘Post-Trial
Evaluation Survey’). In addition, facilitator observations and qualitative feedback
from trial groups helped to inform the final evaluation of the trials and preparation of
the final S-Cube Learning Programme.
Learning Programme Description
The Training Methodology provided a process through which the S-Cube Learning
Programme could be trialled and developed with the volunteer participants. The
Programme was designed and developed to allow self-learning to occur in a way that
integrated understanding of soft skills use in the vocational and concrete setting of
the trainees’ workplace, alongside a more simulated workplace situation that can be
captured within any chosen S-Cube role play scenario.
The Programme is modular and comprises of material to help a trainee to:
self-audit their soft skills in Module One (pre-role play);
reflect on how soft skills were applied by characters in the online role play
scenario in Module Two (post-role play); and
guide the future development of their own soft skills in Module Three (post-role
play).
The three learning modules are generic in nature and can be used with any S-Cube
soft skills scenario13. The overall Learning Programme was developed as a trilingual
resource (with English, German and Italian language versions) so as to reach the
maximum numbers of European social entrepreneurs possible within the S-Cube
project constraints.
Structure of the Learning Programme
The modular learning would engage a trainee in soft skills learning for a period of
between four and six hours (see full outline of the Programme in Supplement 5.3). A
summary of each of the module’s composition is outlined next.
13
Module Two does mention the specific scenario name which can simply be inserted according to which off-the-shelf or new scenario is chosen for the Scenario Learning Programme.
61
Module One: Soft Skills Self-Audit
The initial module covers the following learning outcomes:
understanding of soft skills and why they are important in social enterprises;
self-assessment of trainee’s soft skills; and
reflection on trainee’s soft skills strengths and weaknesses.
The trainees gain insight into what soft skills are and why they are needed in
European workplaces and why they are particularly important within social
enterprises. They are then inducted into how reflective practice works in training and
education. They then participate in two exercises. The first requires them to identify
and describe a set of soft skills that are important to a social enterprise with which
they are familiar; the second involves them in assessing their own soft skills
strengths and weaknesses using a soft skill framework.
Module Two: Active Learning and Reflection through Playing the S-Cube Online
Role Play
This module covers the following learning outcomes:
how to learn using an avatar character within a multi-player online role play;
practicing using soft skills within an online role play scenario; and
reflecting on the use of soft skills within an online role play scenario.
The trainees are introduced to the use of role play simulations and their application
in training and education. Next, they are orientated to the purpose and parameters
of S-Cube training software: download and installation, software navigation and
getting started with using an avatar character. The trainees next participate in one of
the online role play learning scenarios and find themselves immersed in a simulated
scenario where they are allocated a character and required to get into role and
interact with other characters, with the aim of using their soft skills to achieve stated
character goals. Post-play, trainees are requested to complete a reflective analysis
on the application of soft skills evident in the role play, how well they achieved their
characters goals, and where the challenges were to be found in applying them.
62
Module Three: Applying Soft Skills in Context
This final module covers the following:
identifying which soft skills are particularly important in the trainee’s own work
practice;
using the soft skills assessment completed by the trainee in Module One to
establish priorities for their own further soft skills development; and
the trainee outlining a brief development plan to enhance prioritised soft skills.
Trainees are asked to identify and reflect on the types of soft skills used in their own
job roles. Following on from this they go about prioritising their own soft skill
development needs. Next the trainees’ plan for how they are going to meet any
shortfalls between their job role soft skill needs and their current capabilities against
timescales.
The Learning Programme in summary provides the trainee with understanding of
what soft skills are, allows them to assess their own soft skills and which soft skills
are needed to effectively fulfil their job functions, finishing with the opportunity to craft
a development plan for enhancing their own soft skills. The combination of
synchronous online learning and asynchronous off-line self-study provides a full
blended learning package. The engagement with the role play scenario brings the
theory into practice and allows soft skills learning to be brought to life in an
enjoyable, dynamic social enterprise setting.
Conclusion
This chapter outlined a rigorous methodological design for the trial and development
and evaluation of a relevant soft skills development Learning Programme. The detail
of a modular Learning Programme has been described along with its potential to
impact on the soft skills of the EU social enterprise community in a positive way.
63
References
Clayton M. (2008) Super models. Training Journal. Downloadable at:
http://www.mikeclayton.co.uk/DownloadFiles/Johari.pdf. [Accessed 20.02.14]
Luft, J. (1969) The Johari Window: a graphic model of awareness in interpersonal
relations. NTL Human Relations Training News. National Education
Association. Downloadable at:
http://www.library.wisc.edu/edvrc/docs/public/pdfs/LIReadings/JohariWindow.
pdf. [Accessed 20.02.14]
Srinivas K. (2004) Human Resource Management in Practice: With 300 Models,
Techniques and Tools. Prentice-Hall of India: New Delhi.
West R. & Turner L. (2010) Understanding Interpersonal Communication: Making
Choices in Changing Times (2nd Edition). Wadworth: Boston, MA.
Websites
http://www.businessballs.com/johariwindowmodel.htm
64
Supplement 5.1
Pre-Trial
Briefing Document
Introduction
Thank you for your participation in the trial of S-CUBE. The purpose of this briefing
document is to:
Provide some background information on the S-CUBE project;
Tell you about the trialling process and how it will work;
Collect some data from you to enable us to assess the impact of the S-CUBE
training activity;
Tell you what will happen next.
About S-CUBE
S-CUBE is a project that has been funded by the EC to develop soft-skills training for
social enterprises through online role-play. Participants are given characters to play,
represented by avatars, and they act out a scenario using the online e-learning
platform. When you participate in the role play, you will be playing with three to four
other players, each of whom will take on a different role.
The aim of S-CUBE is to provide an engaging training experience through which
participants are able to reflect on their soft skills development needs, particularly
65
those relating to communication and relationship building. The S-CUBE e-learning
platform is easy to use and an online User Manual is provided.
After the trialling period, S-CUBE will be freely available for trialling participants to
use in their organisations. New scenarios can be developed tailored to your own
training and development needs.
About the Trialling Process
S-CUBE is a training product under development, so we need your feedback to
make it as useful to social enterprises as possible. Between now and Spring 2013,
we will be undertaking trials with various social enterprises and social enterprise
stakeholders in the UK, Ireland and Germany. The trial will be in two phases. After
the first trial we will ask for your feedback (via a short online survey) so that we can
make improvements to the software. Two to three months later, we will ask you to
trial S-CUBE for a second time before asking for your final feedback on the
enhanced version. Each trial (when you will be playing the online role-play) will last
for approximately one hour. Including the time you give to complete the feedback
surveys, we expect that the total amount of time you will spend on this project will be
around 3 hours across a period of 4 - 5 months.
Assessing the effectiveness of S-CUBE
To evaluate the impact of S-CUBE, we are asking participants to complete some
questionnaires. Some will focus on your views about the S-CUBE software and
others relate to your perceptions about certain soft-skills. To start the evaluation, we
ask you to complete the survey contained within this briefing document. The survey
should take no more than 15 minutes to complete and all responses will be held in
the strictest confidence.
What’s next?
Once you have read this document and completed the survey, you are ready to
participate in the first trial. If arrangements have not yet been made, we will be in
contact with you soon to schedule the trialling session (communication may come via
a nominated contact person in your organisation).
IMPORTANT – if you are participating in the trial from your own home or work
PC/laptop, you will need to download the S-CUBE software and check that it works
66
BEFORE the trial date. Where you do not have administrator rights, you may need
the assistance of your IT administrator to set things up. If you encounter any
problems, please email [email protected] (UK), [email protected]
(Ireland) or [email protected] (Germany).
To download S-CUBE, please follow these instructions:
1) Go to http://eutopia.unina.it/scube/
2) Download the S-CUBE Client. There are two versions: normal (with setup) and
portable (without setup, just with the executable file). The first is suggested, the
second is for people that don’t like installing too many applications on their computer.
Note that you can also download the User Manual from this location.
3) Run the S-CUBE Client. Notice: on Windows Vista and 7 operating systems, it
could be necessary to open the program with Windows XP SP3 compatibility, or
alternatively as Administrators (right click on the program icon and then press "Run
as administrator").
Thank you once again for participating in this trial. We hope that you enjoy the S-
CUBE experience!
Now please complete the attached survey form.
67
S-CUBE Pre-Trial Survey
All information collected will be held in the strictest confidence.
PART 1: About You
Name &
role …………………. ………………………………………………………………….
Organisation …………………. …………………………………………………….
Date …………………. …………………………………………………. ……………………
….
Contact details (tel. no/Skype contact) in case we need to contact you direct
………………………………………………….………………………………………………
….
PART 2: Soft Skills Self Evaluation A
Instructions
Use the following ten-point scale to rate yourself on the twenty situations, as
described on the next page. Read over the descriptions and determine how much it
characterises you in your relationships with other people.
68
Rating scale
10 EXTREMELY CHARACTERISTIC I do this consistently
9 VERY CHARACTERISTIC I do this nearly all the time
8 QUITE CHARACTERISTIC I do this most of the time
7 PRETTY CHARACTERISTIC I do this a good deal of the
time
6 FAIRLY CHARACTERISTIC I do this frequently
5 SOMEWHAT CHARACTERISTIC I do this on occasions
4 FAIRLY UNCHARACTERISTIC I seldom do this
3 PRETTY UNCHARACTERISTIC I hardly ever do this
2 QUITE UNCHARACTERISTIC I almost never do this
1 EXTREMELY UNCHARACTERISTIC I never do this
69
Descriptions
Rating
(1-10
see
above)
1. I am open and candid in my dealings with others, as opposed to being
closed, cautious, and under wraps in my relationships.
2. I hear, respect, and accept the comments and reactions of others, as
opposed to responding defensively, dismissing them as of little value, or
turning a deaf ear on their observation.
3. I specifically test for agreement and commitment to joint or team decisions,
as opposed to assuming that all are committed if no one openly disagrees.
4. I readily admit to confusion or lack of knowledge when I feel that I have
little information about a topic under discussion as opposed to trying to bluff,
feigning understanding, or insisting that my opinions are right.
5. I show my concern that others know where I stand on relevant issues, as
opposed to being basically indifferent to others knowledge of me or just
unrevealing in my comments.
6. I take the initiative in getting feedback from other members, as opposed to
waiting passively for others to offer their comments of their own accord.
7. I “level” with others and describe how I feel about what they do and how
they do it, as opposed to covering up, taking tolerance or denying any
reaction.
8. My comments are relevant and pertinent to the real issues at hand in the
team, as opposed to being “frothy” and off-target or attempts at camouflage.
9. I try to understand how others are feeling and work hard at getting
information from them, which will help me do this, as opposed to appearing
indifferent, showing superficial concern or being basically insensitive.
10. I value and encourage reactions equally from others, as opposed to being
selective in my quest for feedback or treating some contributions as inferior.
11. I am openly affectionate toward others when I feel I like them, as opposed
to being inhibited, restrained, or acting embarrassed.
12. I help others participate and work to support and draw everyone into a
70
P. Varghese, Training & Employee Development; Scribd 2011. Based on Johari Windows
Model. Not to be sold or published.
The authors accept no liability.
group discussion, as opposed to fending only for myself and leaving
participation up to each individual.
13. I take risk with others and expose highly personal information, both
emotional and intellectual, when it is pertinent, as opposed to playing it safe,
as if I don’t trust others.
14. I welcome and appreciate other’s attempts to help me, no matter how
critical or direct their feedback, as opposed to acting hurt, sulking,
indifference, or rejecting them outright.
15. I openly try to influence an individual or a group, as opposed to being
manipulative.
16. I press for additional information when they, anger me as opposed to
acting unaffected, restrained, or over controlled.
17. I am openly hostile towards others when they anger me, as opposed to
acting unaffected, restrained, or over controlled.
18. I encourage collaboration on problems and solicit others definitions and
solutions on mutual problems, as opposed to insisting on mechanical decision
rules or trying to railroad my own judgment through.
19. I am spontaneous and say what I think no matter how “far out” it may
seem, as opposed to monitoring my contributions so that they are in line with
prevailing through or more acceptable to others.
20. I give support to others who are on the spot and struggling to express
themselves intelligently and emotionally, as opposed to letting them flounder
or trying to move on without them.
71
PART 3: Soft Skills Self Evaluation B
Please read the following definitions of soft skills and rate yourself on a scale of 1 to
5 (where 1 is Very Strong and 5 is Very Weak) according to how you perceive
yourself against each skill. For each skill, tick one box.
SKILL
1
Very
Strong
2 3 4 5
Very
Weak
EFFECTIVE
LEADERSHIP the ability
to motivate people to
work effectively towards
goals in a collective
fashion
COMMUNICATION
being able to impart
information in a clear,
precise and
unambiguous way.
CONFLICT
RESOLUTION the ability
to facilitate a process
whereby conflict is
resolved between
parties.
ABILITY TO
INFLUENCE the ability
to offer reasoned debate
on a subject, so as to
persuade and gain
agreement.
72
PERSONAL
EFFECTIVENESS the
ability to consider one’s
own personal effect on
matters and measure
effectiveness in that
context.
ACTIVE LISTENING
being able to engage
with others in a way that
assures them that you
are listening, fully
understanding and
considering what is
being said (ideas,
feelings, thoughts)
CREATIVE PROBLEM
SOLVING being able to
approach problems from
a number of
perspectives, thus
increasing the
possibilities of successful
solutions.
STRATEGIC THINKING
contextualizing thinking
into a wider sphere, so
all possibilities and
outcomes are visible.
DECISION MAKING
being able to reflect on
all implications and
considerations and arrive
73
at an informed decision.
1
Very
Strong
2 3 4 5
Very
Weak
TEAM BUILDING being
able to generate a
positive spirit and
attitude amongst
workers which
incorporates positivity,
happiness and positive
outcomes for the
organization.
BEING ABLE TO
CONVINCE the ability to
win people over to one’s
own way of thinking by
presenting rational and
best ideas that show a
better route and
outcome to a concept or
action.
FLEXIBILITY being able
to display an
understanding that
situations can change
and consequently plans
may have to be re-
visited. Rigidity when
dealing with human
beings can be
problematic
74
UNDERSTANDING
RELATIONSHIPS the
ability to understand the
dynamics between
individuals and groups
so as to read the ‘sub-
text’ of how people are
inter-acting and re-acting
CONSULTATION
appreciating the
significance of people’s
opinions, particularly
when important
decisions are to be
made.
SELF AWARENESS the
ability to know oneself,
both physically and
mentally at any given
time and the effect that
is having on oneself and
others.
JUDGEMENT the ability
to consider and
comprehend all factors
relating to reaching an
understanding of a
situation.
RESILIENCE being able
to ‘bounce back’ and
resume effectiveness in
the face of a set back or
failure.
75
PART 4: Open Questions
1: What benefits do you hope to gain from participating in this trial? (please answer
in the space below)
2: What is your current view regarding the potential of e-learning as a method of
training for soft-skills development? (please answer in the space below)
Thank you for completing the pre-trial survey.
76
Supplement 5.2
Post-Trial Evaluation Survey
All information collected will be held in the strictest confidence.
PART 1: About You
Name …………………………………………………………………………………………
……
Age: (Please tick)
< 18 yrs 19 – 35 yrs 36 – 50 yrs
51 – 65 yrs 65 > yrs
Sex:
Male Female
Your
Organisation ………………….………………………………………………………..…..
Job
Role ………………………………………………………………………………………….
Contact details (tel. no/email) in case we need to contact you direct
………………………………………………….……………………………………………
Date of Trial…..……………
77
PART 2: About your experiences of S-Cube
The following section contains a number of statements relating to your experience of
using the S-Cube e-learning software. For each statement, please indicate the extent
to which you agree on the 1-5 scale provided.
Strongly
Agree
1
Agree
2
Neutral
3
Disagree
4
Strongly
Disagree
5
Game Play Experience
The
experience
was immersive
The
experience
was
challenging
Interactions in
the game were
fraught &
tense
I was able to
achieve the
goals set in the
game
I remained
focused on the
game
throughout
The overall
experience
was positive
Learning Experience
The learning
78
goals of the
game were
clear
The game
provided
opportunities
to receive
feedback
The game
scenario had
relevance to
the issue of
communication
skills
development
The game
required me to
use my
communication
skills
Using online
role play is an
appropriate
way to develop
communication
skills
In-Game Guidance
The pace of
the role play
was too fast
The tutor
interventions
were helpful in
79
focusing my
attention
The tutor
interventions
helped to
develop my
confidence
Usability
It was easy to
get started
with the
software
The gesture
and mood
functions were
useful
The survey
function
(posing
questions
during the
game) aided
my reflection
The User
Manual was
well written
and clear
I learnt how to
use the
software
quickly
The user
interface was
80
easy to use
It was easy
move around
It was easy to
create
dialogue
It was easy to
change
character
moods and
gestures
It was easy to
interact with
other
characters
It was easy to
respond to the
in-game
survey
questions
Fidelity
The playing
environment
was visually
appealing
The animated
characters
were visually
appealing
I can identify
with the
characters in
the game
81
I can identify
with the story /
scenario in the
game
The
experience felt
real
Interest & Value
I found the
game
stimulating
I recognise the
value of the
game as a tool
for learning
Organisation of Trial
The trialling
session was
well organised
The trialling
session was
too short
My location for
the trialling
session was
adequate
82
PART 3: Your comments on S-Cube
In order to enhance the S-Cube software, we would value your feedback.
In the box below, please provide us with your view on the strengths of the S-Cube e-
learning experience:
In the box below, please provide us with your views on the limitations of the S-Cube
e-learning experience:
In the box below, please indicate what improvements and changes you would like to
see to the S-Cube e-learning software:
Thank you for participating in the S-Cube trial evaluation. We may wish to follow up
this survey with a short telephone conversation to clarify any of your feedback.
83
Supplement 5.3
S-Cube Futurepositive Scenario
Learning Programme
Jonathan Lean, Jonathan Moizer, Elena Dell’ Aquila (Plymouth University, UK)
Paul Walsh, Deirdre O'Byrne, Alfie Keary (Cork Institute of Technology,
Ireland)
Ralf Friedrich (GeProS, Germany)
Orazio Miglino, Andrea Di Ferdinando Lugia Sica (Unina, Italy).
84
Module One: Soft Skills Self-Audit
Learning Outcomes
Through this module you will:
Gain an understanding of soft skills and why they are important in social
enterprises.
Assess your own soft skills.
Reflect on your soft skills strengths and weaknesses.
What do we mean by Soft Skills and Why Do We Need Them?
Soft skills are commonly known as ‘people skills’, and are recognised as personal
attributes that enhance people’s interaction with each other. Contemporary changes
in the organisation of work, i.e. a move away from the traditional model of command
and control incorporating vertical structures, to more flatter, horizontal structures
demands a focus on higher proficiency of workers in the areas of soft skills. These
newer structures, very often include working in teams, having more autonomy in
decision making but also higher accountability in terms of effectiveness and
efficiencies. These structures are now emerging as a critical feature for
organisational success, particularly in the area of business.
In order to operate these newer organisational structures effectively, demands on
increased proficiencies are made in areas such as; communication, conflict
resolution, negotiation, effective leadership, strategic thinking and team building.
These are just some of the soft skills that are needed in a modern business and
industry.
It is generally accepted that in the world of work, from employee entry to senior
management levels, soft skills can boost the effectiveness of an organisation. They
have been recommended by the European Parliament and Council as intrinsic to the
development of innovation and as a strong spur to employment growth. Soft skills
are being increasingly sought by employers in the work place in addition to
qualifications and hard skills. Enhancing the soft skill set of a workforce will
undoubtedly lead to increased organisation effectiveness and performance and help
to meet the challenges for the organisation in an increasing competitive environment
of the global market.
85
It is also worth remarking here that an important survey undertaken by the Gallup
Organisation14 on behalf of the Directorate-General for Education and Culture of the
European Commission which highlighted the increased need in this area. This
survey of employers was undertaken across 27 member states of the EU, and
across all industries and sectors. In an extensive survey, a total of over 7,000
interviews were undertaken. The results showed that the following were in the top-
ranked skills identified by employers as being ‘very important’ or ‘rather important’;
team-working skills; ability to adapt and act in new situations; analytical and problem
solving skills and communication skills.
Why are Soft Skills Important to Social Enterprises?
Using the single, double and triple bottom lines as hallmarks to distinguish between
the traditional corporate business model and the social enterprise, we can clearly
see that both models have strong commonalities. The social enterprise, similar to
the corporate model has to be competitive and sustainable to succeed. Given the
strong social emphasis within a social enterprise, it is evident there is an enhanced
closeness of fit between the social enterprise and the development of soft skills. An
improved development of soft skills within a social enterprise contributes to human
resource employment practices that are aligned to a more socially responsible work
environment. It also helps to create and develop a culture of business practice that
is socially and corporately responsible which affects all stakeholders and ultimately
contributes substantially to the social aims of the social enterprise.
Reflective Practice in Training and Education
In training in the area of Soft Skills, the learner will be asked to reflect on her/his own
experience and practice. In so doing, the learner will assess her/his own strengths
and weaknesses in the various aspects of professional and personal practices as
they pertain to the use of Soft Skills.
The practice of reflection as a technique for aiding and reinforcing learning is a
powerful tool in training and education environments. It supports and develops the
ability of critical thinking, linking theory to practice and promotes personal and
14
Gallup Organisation. (2010) Employers’ Perception of Graduates’ Employability: Analytical Report. Flash EB: Series no:304. Gallup
86
professional growth in the individual. Educationalists and psychologists such as
John Dewey15, Donald A.Schön16 and others have been writing and talking about
reflection in learning since the 1930s. Dewey explained the concept simply when
he wrote, “We don’t learn from experience. We learn from reflecting on experience.”
Reflection is an internal practice conducted by the individual that facilitates
exploration and examination of what we are feeling, thinking and learning. It is a
process by which we deepen our understanding of our practice and our learning. It
is a thoughtful consideration of personal experiences, interpersonal relationships and
academic learning.
Through reflection, we challenge our assumptions, ask new questions and try to
make sense of our experiences. We become active creators of our own knowledge.
We learn to change and improve those practices and behaviours that we consider
need changing and improvement, while retaining those that are useful and work well
for us.
A Soft Skills Classification
Table 1 below provides an overview of different soft skills and some useful
definitions:
1 Effective leadership
The ability to motivate
people to work effectively
towards goals in a collective
fashion.
2 Communication
Being able to impart
information in a clear, precise
and unambiguous way.
3 Conflict Resolution
The ability to facilitate a
process whereby conflict is
resolved between parties.
4 Ability to influence
The ability to offer reasoned
debate on a subject, so as
to persuade and gain
agreement.
5 Personal effectiveness
The ability to consider one’s
own personal effect on
matters and measure
effectiveness in that context.
6 Active listening
Being able to engage with
others in a way that assures
them that you are listening
and considering what is
being said.
7 Creative problem 8 Strategic thinking 9 Decision making
15
Dewey, J. (1933). How we think: A relation of reflective thinking to the educative process. Chicago: Henry
Regnery. 16 Schon, D. (1983). The reflective practitioner. New York, NY: Basic. Schon, D. (1987). Educating the reflective practitioner. San Francisco, CA: Jossey Bass.
87
solving
Being able to approach
problems from a number of
perspectives, thus
increasing the possibilities
of success.
Contextualising thinking into
a wider sphere, so all
possibilities and outcomes
are visible.
Being able to reflect on all
implications and
considerations and arrive at
an informed decision.
10 Team building
Being able to generate a
positive spirit and attitude
amongst workers which
incorporates positivity,
happiness and positive
outcomes for the company
11 Being able to convince
The ability to win people over
to one’s own way of thinking
by presenting rational and
best ideas that show a better
route and outcome to a
concept or action.
12 Flexibility
Being able to display an
understanding that
situations can change and
consequently plans may
have to be re-visited.
Rigidity when dealing with
human beings can be
problematic.
13 Understanding
relationships
The ability to understand
the dynamics between
individuals and groups so
as to read the ‘sub-text’ of
how people are inter-acting
and re-acting
14 Consultation
Appreciating the significance
in considering people’s
opinions, particularly when
important decisions are to be
made.
15 Self awareness
The ability to know oneself,
both physically and mentally
at any given time and the
effect that is having on
oneself and others.
16 Judgement
The ability to consider and
comprehend all factors
relating to reaching an
understanding of a
situation.
17 Resilience
Being able to ‘bounce back’
and resume effectiveness in
the face of a set back or
failure.
88
ACTIVITY ONE
Consider your own social enterprise or a social enterprise that you know well.
With reference to the above table, identify up to five soft skills that are
particularly important to this organisation and make a brief note of why.
Soft Skill One:
Soft Skill Two:
Soft Skill Three:
Soft Skill Four:
Soft Skill Five:
89
Assessing Your Own Soft Skills
Soft skills can be assessed in various ways. One method is through a survey based
self-assessment. These provide a quick and accessible means by which you can
consider and reflect upon your own skills across different areas. The responses can
be used to help you to reflect upon your skills set and help in planning your training
and development activities. Such methods do have limitations. For example, the
results may vary according to your mood and they are not a substitute for a full
independent psychological evaluation; however, they can serve well as a self-
reflection tool.
ACTIVITY TWO
Go to Appendix One and complete the Soft Skills Evaluation. Following on
from this, please answer the following questions:
Which are your strongest soft skill areas?
Taking one of these skills, describe a work-based situation where you
have applied it effectively.
Which are your least strong soft skills?
Can you describe a situation where the above has impacted on your
work.
90
Next Steps
Through completing this short module, you should now understand what soft skills
are and have an appreciation of your own soft skills. In Module Two, you will be able
to practice using some key soft skills in an online simulated role play.
Before proceeding, you may wish to deepen your knowledge further by accessing
some of the resources below:
http://www.cipd.co.uk/blogs/cipdbloggers/b/john_mcgurk/archive/2012/08/09/
Soft-Skills-Stop-the-Soft-soap.aspx.
http://www.personneltoday.com/blogs/press-release-service/2012/10/soft-
skills-overtakes-leadership-as-top-ld-priority-claims-survey.html.
http://www.mindtools.com/pages/article/newCDV_34.htm.
91
Appendix 1: Soft Skills Self-Evaluation
Please read the following definitions of soft skills and rate yourself on a scale of 1 to
5 (where 1 is Very Weak and 5 is Very Strong) according to how you perceive
yourself against each skill. For each skill, tick one box (refer to Table 1: Soft Skills
Classification for a definition of each one of these soft skills).
SKILL 1
Very Weak 2 3 4 5
Very Strong
EFFECTIVE LEADERSHIP
COMMUNICATION
CONFLICT RESOLUTION
ABILITY TO INFLUENCE
PERSONAL EFFECTIVENESS
ACTIVE LISTENING
CREATIVE PROBLEM SOLVING
STRATEGIC THINKING
DECISION MAKING
TEAM BUILDING
BEING ABLE TO CONVINCE
FLEXIBILITY
UNDERSTANDING RELATIONSHIPS
CONSULTATION
SELF AWARENESS
JUDGEMENT
RESILIENCE
92
Module Two: Active Learning and Reflection through Playing the S-
Cube Online Role Play
Learning Outcomes
Through this module you will:
Learn how to use an avatar character within a multi-player online role play.
Practice using soft skills within the role play scenario.
Reflect on the use of soft skills within the role play scenario.
Online Learning and Skills Development
Role play simulations have seen growing application in training and education, not
least due to its capacity to promote vocational learning. Online learning systems can
provide a solid platform upon which role play simulations can be used to promote
soft skills development. This type of active learning can provide a valuable tool for
training staff in social enterprises and other third sector organisations, many of whom
have limited access to training resources and developmental opportunities.
The S-Cube Training Software
S-Cube is an avatar based role play simulation gaming environment aimed at
developing the soft skills of individuals working in and with social enterprises. This
training product is instructor led where participants are given characters to play,
represented by avatars, and they act out a scenario using an online learning platform
which features the opportunity to use and develop soft skills.
The S-Cube software has a number of benefits for users which include:
The capacity for multiple users to apply soft skills in a real time setting.
The ability to practice skills remotely and anonymously using avatar
characters.
An innovative learning experience where the learning takes place in a risk free
online role play setting – where mistakes can be made with no real world
consequences.
An easy to use interface supported by a player guide and orientation video.
93
Within the S-Cube software you will be playing out a scenario with other players
each of which will adopt the role of an avatar based character. Each character will
need to achieve certain goals. In order to meet the goals of your character, you will
need to give some thought to the type of soft skills required within your role (refer to
Module One, Table 1 for an overview of the scope of soft skills). Each character
may need to use a different range of soft skills during the course of the role play and
part of the challenge for you a participant is to work out which skills will be important
for your character.
ACTIVITY ONE
Watch the video through the link below.
http://www.S-Cubeproject.eu/gettingstarted
This video will
Guide you through downloading the S-Cube software and
installation on your computer.
Provide an overview of the S-Cube environment and the software
features.
Help you to get started with operating your avatar character within a
role play.
Additional guidance on downloading, installing and operating the software
can be sourced in the User’s Manual which accompanies the software.
ACTIVITY TWO
After watching the video and reviewing the User’s Manual you will be ready
to use the S-Cube software under the direction of a trained facilitator.
Everything you will need to know about your training session will be
contained within the S-Cube software environment. Your facilitator will be
in touch to schedule a time for participating in this multi-player online role
play scenario. If you have any queries about the role play session or
encounter any problems installing and setting up the software then please
communicate with your session facilitator.
After you have completed the online role play exercise, you will be ready to
complete the rest of the tasks within this module.
94
Post-Role Play Reflection
Now that you have participated in the role play scenario you are in a position to
reflect upon the experience. Each avatar character in the scenario was set individual
goals to achieve within the playing time. In order to achieve these goals, each player
needed to employ one or more soft skills at different points in the life of the scenario.
Within Activity Three below you will be asked to map these skills across the
characters.
ACTIVITY THREE
In the Grid below, indicate with an “X” which character you think needed to
use which soft skills in order to achieve their public goals. If you need to
remind yourself of all the character’s goals then please refer to Appendix
1: S-Cube Futurepositive Scenario.
Jane Ralf Trevor Giles Andy
Effective Leadership
Communication
Conflict Resolution
Ability to Influence
Personal Effectiveness
Active Listening
Creative Problem Solving
Strategic Thinking
Decision Making
Team Building
Being Able to Convince
Flexibility
Understanding Relationships
Consultation
Self-Awareness
Judgement
Resilience
Continued overleaf.
95
ACTIVITY THREE (continued)
Please reflect upon and respond to the following questions:
What challenges did you experience in trying to achieve your goals and how did
you use your soft skills to overcome these difficulties?
If you were to participate in the role play again, how might you use your soft
skills more effectively?
Did you observe good practice in the use of soft skills amongst other
characters? If so, what was it about the characters’ soft skills that were so
effective?
96
Appendix 1: S-Cube Futurepositive Scenario.
S-Cube Scenario: Futurepositive
Training Needs Analysis conducted as part of the S-Cube project identified that soft
skills relating to the following areas were rated as being ‘important’ or ‘very
important’ by a large proportion of respondents from social enterprises:
communication (83.7%), consultation (66.7%), ability to influence (68.1%), and ability
to convince (65.8%). However, existing skills in these areas were rated to be low.
Therefore, the scenario that has been developed aims to provide an opportunity for
participants to develop key communication skills in a social enterprise context. The
scenario context is designed to facilitate reflection, discussion and practical
application concerning aspects of the 7 step ‘Cultivation Cycle’ – see
http://www.fundraisingresearch.info/page6.htm
Context & Playing Instructions:
Futurepositive is a role play scenario that has been developed by partners from
across Europe. The purpose of the Futurepositive scenario is to provide participants
with the opportunity to take part in a role play exercise focused on the use of
communication skills, particularly those of persuasion & influence.
The role play scenario concerns a new social enterprise venture called
Futurepositive. Full details about the scenario & the role play characters can be
found on the remaining tabs within this screen. Please spend the next 5 minutes
reading this information and familiarising yourself with the scenario. You will receive
a message from the tutor when it is time to begin the role play exercise.
Please note that you can recall the Information screen by clicking on the “i” button at
any time.
A new social enterprise is being launched in Corfranmouth, a large provincial
European city with a population of 500,000. Bradstock, an area to the east of the
city, suffers from problems of social and economic deprivation. In addition, crime
levels are high and there is a particular problem with youth offending. Many in the
local community believe that part of the solution to Bradstock’s problems lie in
97
providing opportunities for young people to develop work skills that will enable them
to contribute positively to the community, earn an income and gain a sense of
purpose and direction. Futurepositive is a new social enterprise set up to provide
short, paid work placement opportunities for young people living in Bradstock. It
targets ex-offenders and young people felt to be at risk of offending. Futurepositive
also provides free pre-placement training and on-going mentoring, and this aspect of
its work is supported by a two year grant from the local authority. However, they
recognise the need to avoid over-reliance on public sector funding. Hence, they are
seeking the support of local employers to (i) provide paid placement opportunities for
young people (and in so doing provide revenue to cover operational costs through
placement arrangement fees) and (ii) provide substantial sponsorship beyond the
next two years to support pre-placement training.
Futurepositive is holding a launch party and has invited a number of local employers
who they think could be good supporters for their organisation. The two Directors of
Futurepositive (Jane Brown and Ralf Peterson) have opened the event with a formal
presentation and for the rest of the evening, there is an opportunity for networking
and informal discussions over drinks and canapés.
Characters:
Character Description Goals
Jane Brown
Public information:
Futurepositive Director. Jane is passionate
about supporting young people and addressing
the social and economic problems of the area.
She has a training background and is driven by
the social mission of the organisation and has
less interest in the ‘business model’ and the
money side of the social enterprise.
Private Information:
Jane believes that many of the employment
and training problems that young people in
Bradstock are facing is due to the excesses of
Public Goals:
Get people to
support the social
mission of
Futurepositive
Harness the support
of passionate
supporters
Private Goals:
Persuade people of
the social good of
the work placement
98
capitalism and the activities of private sector
organisations like Rivitco. Jane finds it difficult
to get along with corporate people and has
been known to get into debates on ideology
with such individuals. Jane sometimes worries
that Ralf is willing to compromise his principles
in order to secure a deal.
project
Identify those whose
values are aligned to
those of
Futurepositive
Ralf Peterson
Public information:
Futurepositive Director. Ralf has a strong focus
on the organisation’s business model, and is
seeking to place the business on a firm footing.
He wants to build up the client base of
employers quickly and explore opportunities for
longer term sponsorship or partnership.
Private Information:
Ralf has major concerns about the long-term
financial sustainability of the organisation,
particularly if the local authority stops providing
funding.
Given the opportunity, he would sign up client
employers tonight. Ralf sometimes worries
that Jane is so focused on the social mission of
the organisation that she neglects the need to
ensure that revenue streams are sustained.
Public Goals:
Get employers to
commit to offering
placements
Generate fee
revenue by
harnessing the
support of
employers most able
to provide a high
volume of placement
opportunities
Private Goals:
To secure
opportunities even if
this means
compromising on
who offers the work
placements
Trevor Sparks
Public information:
Trevor runs a small optometrist firm which
employs one other person. He is very
passionate about the vision of Futurepositive
and his talkative nature means that he would
be happy to chat all evening about what could
Public Goals:
Engage in
stimulating
conversation about
the social mission of
Futurepositive
99
be done to support young people and the area.
He is a well-known and liked character in the
local business community.
Private Information:
Trevor’s business generates just enough
revenue to maintain a good income for Trevor
and his employee. Whilst he is full of good
intentions, he is not in a realistic position to
commit financial resources to supporting work
placements. He is well placed to broker
relationships within the small business
community through his links with the local
Chamber of Commerce. Trevor is inclined to
enter into long monologues about himself, and
can take conversations off track.
Help to support the
aims of the social
enterprise
Private Goals:
Help to support the
aims of the social
enterprise but not in
a way that involves
a financial
commitment
Voice his passion for
pro-social action in
the community so as
many people as
possible can hear it
Giles Green
Public information:
Giles is CEO of a major employer in the city, a
manufacturing company called Rivitco. He
holds a traditional view of business and though
he is aware of the importance of social
responsibility in business, it is not something
that interests him a great deal. Rivitco has
recently had some bad PR about its supply
chain operations in Vietnam concerning the
environmental contamination of a local
watercourse. Rivitco were involved in
rectifying the problem and made a financial
contribution towards the clean-up.
Private Information:
Giles dislikes being given the ‘hard sell’, but is
willing to spend money if he sees a clear
benefit to Rivitco. He has the authority to make
Public Goals:
To explore the
possible benefits to
Rivitco of working
with Futurepositive
To show Rivico’s
support for pro-
social action
Private Goals:
To be seen to be at
the event for PR
reasons
Go home as soon as
possible to get on
with some important
work
100
decisions that could provide a large number of
placement opportunities for young people. He
is accompanied by Andy Swift, HR manager at
Rivitco whose opinion he values.
As a consequence of their bad PR in Vietnam,
they will consider different ways to improve
their corporate social responsibility but only if
there are clear organisational benefits. Giles
has some pressing business to attend to this
evening, and is keen to move on from this
event after around 30 minutes. Having worked
hard to achieve all he has in life with no help
from anyone, he is not naturally empathetic
towards those who argue for social
intervention.
Andy Swift
Public information:
Andy is HR Manager at Rivitco and works very
closely with Giles in an advisory capacity. He
grew up in an area similar to Bradstock, but
gained a scholarship for grammar school
before going to University and then gaining a
graduate position at Rivitco. Andy is quiet and
thoughtful.
Private Information:
Andy listens a lot but is not the easiest person
to engage in conversation. He is keen to get
promotion at Rivitco and wants to do
something to make an impression, but doesn’t
want to risk his reputation for reliability and
clear thinking through making a bad
recommendation to Giles. He has no decision
making authority in relation to resourcing
issues but has strong influence over Giles.
Public Goals:
To learn about the
social and business
missions of
Futurepositive
Private Goals:
Make a good
impression on Giles
Listen carefully to
sensible proposals
Make
recommendations to
Giles on the basis of
what he hears
101
Module Three: Applying Soft Skills in Context
Learning Outcomes
Through this module you will:
Identify which soft skills are particularly important in your own work practice.
Use the soft skills assessment you made in Module One to establish priorities
for your own further soft skills development.
Outline a brief development plan to enhance prioritised soft skills.
Identifying Soft Skill Needs
Having completed the first two modules, the aim of this module is to help you to
apply some of the learning achieved to benefit your own work activity. In order to do
this, you first need to consider the key soft skill needs of your own job role.
ACTIVITY ONE
Go to Appendix One and complete the Soft Skills Needs Assessment.
Following on from this, please answer the following questions:
Which are the most important soft skill needs within your job role?
For the soft skills identified above, please outline why they are
particularly important within your job role?
102
Prioritising Your Own Soft Skill Development Needs
Having assessed your own soft skill strengths and weaknesses in Module One and
the needs of your job role in the exercise above, you are now in a position to identify
any skill gaps. For instance, you may have identified ‘conflict resolution’ as an
important soft skill within your job role but recognised that this is not an area of
strength for you.
ACTIVITY TWO
Go to Appendix Two and complete the Calculating Soft Skill
Development Priorities grid.
For scores that are equal to or less than -1, this indicates that your
capability with the particular soft skill is currently more than adequate in
relation to the importance of that skill area within your job role.
For scores that equal 0, this indicates that your capability with a
particular soft skill currently matches the importance of that skill area
within your job role.
For scores that are equal to or greater than +1, this indicates that your
capability with the particular soft skill is currently not adequate in relation
to the importance of that skill area within your job role.
Following on from your calculation of scores, please answer the following
questions:
Which of your soft skills best match the needs of your job role the
most?
Where is there a soft skills mismatch between the needs of your
role and your current skills, and therefore a need for professional
development?
103
Planning Your Soft Skill Development Priorities
You have now undertaken an assessment of your soft skill development needs.
Next, you need to plan for how you will enhance the soft skills where you have
identified a shortfall between the skill requirements of your job role and your current
capabilities.
ACTIVITY THREE
In the grid below, please list up to five soft skills that you have prioritised
for future development. In the middle column, make sure that you
identify an action or actions that you will be able to take, e.g. on-the-job,
internal or external training participation in order to sufficiently enhance
the skill. Finally, in the third column provide an indicative timescale for
developing the soft skill.
SOFT SKILL PROPSED ACTION FOR SKILL DEVELOPMENT
TIMESCALE FOR
DEVELOPMENT
104
Learning Programme Summary
Thank you for completing the three modules. You should now have:
A clearer understanding of what soft skills are.
Recognition of your soft skill strengths and weaknesses.
An understanding of the soft skill needs of your job.
The means to formulate a development plan to address your soft skill job
needs.
“This project has been funded with support from the European Commission,
Agreement Number: UK/11/LLP-LdV/TOI-419, Project Number: 2011-1-GB2-
LEO05-05526. This learning material reflects the views only of the authors,
and the Commission cannot be held responsible for any use which may be
made of the information contained therein.”
105
Appendix 1: Soft Skills Needs Assessment
As in Module One, please read the following definitions of soft skills and on this
occasion, please rate the importance of each skill in relation to your job role on a
scale of 1 to 5 (where 1 is Very Unimportant and 5 is Very Important). For each skill,
tick one box in the grid below (refer to Table 1: Soft Skills classification for a
definition of each one of these soft skills).
SKILL
1 Very
Unimportant
2 3 4 5 Very
Important
EFFECTIVE LEADERSHIP
COMMUNICATION
CONFLICT RESOLUTION
ABILITY TO INFLUENCE
PERSONAL EFFECTIVENESS
ACTIVE LISTENING
CREATIVE PROBLEM SOLVING
STRATEGIC THINKING
DECISION MAKING
TEAM BUILDING
BEING ABLE TO CONVINCE
FLEXIBILITY
UNDERSTANDING RELATIONSHIPS
CONSULTATION
SELF AWARENESS
JUDGEMENT
RESILIENCE
Appendix 2: Calculating Soft Skill Development Priorities
106
Refer back to the scores you have input into the following two tables Soft Skills
Self-Evaluation (Module One, Appendix One) and Soft Skill Needs Assessment
(Module Three, Appendix One).
For each of the 17 matching pair of skills, subtract your self-evaluation score from
the needs assessment score. The score you arrive at for each subtraction should lie
in the range of -4 to +4. Transfer the score into the grid below under the column
heading ‘SCORE’.
SKILL SCORE
EFFECTIVE LEADERSHIP
COMMUNICATION
CONFLICT RESOLUTION
ABILITY TO INFLUENCE
PERSONAL EFFECTIVENESS
ACTIVE LISTENING
CREATIVE PROBLEM SOLVING
STRATEGIC THINKING
DECISION MAKING
TEAM BUILDING
BEING ABLE TO CONVINCE
FLEXIBILITY
UNDERSTANDING RELATIONSHIPS
CONSULTATION
SELF AWARENESS
JUDGEMENT
RESILIENCE
107
Chapter Six
The Training Needs Analysis
Paul Walsh, Déirdre O'Byrne and Elena Dell'Aquila
Introduction
To inform the design and development of an S-Cube Learning Programme for soft
skills development for social entrepreneurs, a systematic investigation and analysis
of the training needs of social enterprises across three partner areas; the UK, Ireland
and Germany was conducted. The S-Cube training needs analysis (TNA) research
was designed to identify and categorise the soft skill needs of a range of social
enterprises and was inclusive of other social enterprise stakeholders such as
educators and trainers and support organisations. The findings of the TNA have
been used to inform the design of a competency model for assessing these identified
soft skills.
Methodological Approach
The methodology that was adopted to conduct the TNA was focused on eliciting the
views of social enterprise practitioners and other multi stakeholder as to the levels of
soft skills perceived to be present in social enterprises and in particular, where any
soft skills shortfalls may lie. The findings would feed into the ultimate design of the
S-Cube Learning Programme under development. This constituted a bottom-up
approach that informed the research.
Aims of the TNA
From the outset, the TNA was planned and undertaken as a critical task in the
overall work of the project. Through a structured methodology, the TNA sought to
achieve the following:
To identify the gap between current perceived existing levels of soft skills
within social enterprises and the perceived levels of importance of those same
soft skills within the enterprises to increase competitiveness and success in
the business and social fields in which they operate.
108
To identify the levels of training that was needed to close any soft skill
shortfalls.
To discover and decide upon appropriate approaches and methodologies of
training delivery that best meet and suit the soft skill training needs of
potential users of the S-Cube Learning Programme.
TNA Methods
The TNA was conducted during the earlier phases of the project work. Multiple
methods of data collection were utilised within the TNA to elicit the views of people
working in and with social enterprises. The methods undertaken in the completion of
the task included:
The completion of over twenty one-to-one in-depth scoping interviews with pivotal
social enterprise stakeholders across the partner area (See Supplement 6.1 for
the interview schedule).
The utilisation of an online survey for the collection of data which provided
essential information to inform the development and design of the training (See
Supplement 6.2 for the questionnaire form).
A focus group comprising of managers/workers/other stakeholders individuals
from within social enterprises was also facilitated to elicit views and gain useful
insights and provided nuanced opinions on the training needs of social
enterprises. This focus group proved to be invaluable in the creation of training
scenarios in the software training content.
Additionally, it was intended to use the results of the TNA to create a training
experience that incorporated effective, interactive, non-didactic and immersive
pedagogical approaches for the learner with the use of novel online role play
learning scenarios.
Indications from the Scoping Interviews
Scoping interviews were undertaken across all three partner areas (UK, Ireland and
Germany) to record the extent to which recognised soft skills were developed within
social enterprises, and which of those skills would be the most important for
development.
109
During these face to face interviews, a general competency dictionary was shared
and agreed with social enterprise interviewees so to establish a common meaning
and a mutual understanding of the various definitions of the relevant soft skills.
Results of scoping interviews have also informed the design of a social enterprise-
soft skill competency model. The S-Cube competency model comprised of 17 soft
competencies (soft skills) grouped into three clusters. For each competency,
behavioural indicators were identified for a more accurate objective assessment
process.
Utilising a structured questioning approach and by examining the gap between
prevalence and importance ratings of soft skills (mean prevalence minus mean
importance), it was possible to estimate the degree to which a soft skill was under-
represented relative to its importance. A higher positive gap between the two mean
figures indicated two trends: firstly, that the prevalence was less than the importance
attributed to the soft skill; secondly, the bigger gap, the greater the disparity between
lower prevalence when compared to recorded importance.
Overall Results of Scoping Interviews across All Partners
The overall results of the scoping interviews in the main mirrored the results for the
three clusters (three project partner areas) examined. The results established in two
of the clusters (Ireland and the UK) indicated that ‘communication’ and ‘effective
leadership’ ranked highest in terms of importance/usefulness within social
enterprises. These two soft skills also displayed the highest gap with prevalence;
meaning that these soft skills are very significantly under-represented as existing
within social enterprises, despite their expression of overwhelming importance.
Exactly the same can be said for four other soft skills, indicated by similar relatively
large gaps also. These were:
Decision making
Strategic thinking
Conflict resolution
Judgement
110
The scoping interviews indicated that the aforementioned six soft skills were
amongst the most highly sought after overall, also across the 22 persons interviewed
with a stakeholder interest in social enterprises, i.e. social entrepreneurs, trainers,
etc. In overall terms, in addition to the disparity between mean prevalence and mean
importance being the highest for these soft skills, the overall figures also
demonstrate that these six soft skills display mean scores putting them as the most
useful soft skills, in exactly the same order.
Online Survey
In addition to the scoping interviews, an online survey was conducted across the
partner region to trawl further views on the training needs of a wider number of social
entrepreneurs in the region of soft skills. Although social enterprises were primarily
targeted, also recorded were the views of the broader stakeholders in the area. A
total of 134 responses to the survey were received across the three participating
countries. Outlined here below are statistics and trends that emerged.
The Findings
Demographics
Occupations and roles. The largest cohort of respondents represented board
members and senior management within social enterprises. Together, this group
corresponded to 60% of input to the survey. Respondents who described
themselves as volunteers and paid workers represented 24.6%; managers
represented 10.8% and supervisors represented 4.6%. Of those who have recorded
their views, 87% of those are directly involved with social enterprises. The remaining
13% are other stakeholders, e.g. trainers, advocates and service users.
The Rural/Urban Split. The ratio of urban to rural respondents was recorded as
slightly over 2:1, in favour of urban social enterprises. The actual percentages were
67.7% urban and 32.3% rural. Results also illustrated there are high diversity levels
in the areas of business with no strong indicator in one direction. Indications were
that respondents had come from diverse areas of business, such as healthcare,
transportation, education, information and communication, manufacturing finance
and the service industry as well as other industries.
111
Size measured by employment levels. Just over three quarters (75.4%) of
respondents were associated with SEs that employed less than 30 people, staying
with the trend that SEs generally tend to be small to medium sized businesses.
Communication Skills
In all four areas of Communication Skills, (see Figures 6.1 and 6.2) the findings
indicate that the level of importance assigned to communication, consultation, ability
to influence and being able to convince, all exceed the perception levels of their
actual existence in social enterprises. Across all four areas of Communication Skills,
43.3% of respondents assigned a level 1 (highest) importance status, whereas only
20% expressed this perceived level of existence to those skills in the social
enterprises they are associated with. This indicates that although a high importance
is being assigned to Communication Skills, respondents are indicating that they do
not in fact exist, relevant to the extent of their assigned importance. Taking Figures
6.3 in conjunction with Figure 6.4, (below) we can see that 72% of those surveyed
gave highest importance status to communication skills, (1 of 4 in the overall set) but
only 31% indicated that they felt that communications skills actually existed at that
level.
Figure 6.1: Communication Skills - Importance Rating
112
Figure 6.2.: Communication Skills - Perceived Levels of Existence in Social
Enterprises
Total Quality Management Soft Skills
From Figure 6.3 it is possible to calculate that 47.6% of those surveyed assigned
level 1 importance on average across the six soft skills; effective leadership, conflict
resolution, creative problem solving, team building, strategic management and
decision making. This group of soft skills represents the Total Quality Management
soft skill cluster. If we compare the figure of 47.6% to the perceived prevalence of
existence Figure 6.4 of these same skills within social enterprises, (24.2%) it
becomes apparent that a large gap emerged indicating that these soft skills were
significantly under-represented as existing within social enterprises notwithstanding
their expression of high importance in Figure 6.3. Taking individual soft skills, it
becomes apparent that this gap is even larger in some instances with 53.9% of
respondents citing effective leadership as being most important. However, this
contrasts with less than half of that figure, (28.3%) seeing this soft skill in existence
within their social enterprise.
113
Figure 6.3: Total Quality Management - Importance Rating
Figure 6.4: Total Quality Management - Perceived Levels of Existence in
Social Enterprises
Inter/Intra Personal Skills
In the inter/intra personal skills as represented in Figure 6.5 below, 42.1% of those
surveyed assigned level 1 importance across the seven soft skills in this particular
cluster. In terms of how people see these soft skills in existence within social
enterprises (Figure 6.6) it emerges that only 24.3% of respondents assigned a level
1 indication. Once again, we see that a large gap emerges between assigned
114
importance and assigned levels of perception of existence of these soft skills within
social enterprises. On examination of where the largest gap emerges between
assigned importance and assigned prevalence, the soft skill of ‘understanding
relationships' is representative of the highest gap. The assigned rates of importance
and prevalence are 47% and 19.6% respectively, showing a gap of 27.4%.
Figure 6.5: Inter/Intra Personal Skills - Importance Rating
Figure 6.6: Inter/Intra Personal Skills Perceived Levels of Existence in Social
Enterprises
115
Communication Skills Cluster and Personal/Professional Development
When asked how important the Communications Skills cluster was to respondents’
personal and professional development, 45% of those surveyed assigned the
highest level 1 of importance. A total of 55.9% singled out ability to influence within
that cluster as being of highest importance, followed by communications (sub-set of
the overall cluster) at the 48% level. If we combine levels 1 and 2 (rates of
importance), 72% of respondents assign these ratings across all ratings on the scale
of 1-5.
Top Quality Management Skills Cluster and Personal/Professional
Development
Some 58.4% of respondents assigned a level 1 importance rating to effective
leadership, followed by 54.5% who gave a highest importance rating to strategic
thinking as individual soft skills within the Total Quality Management cluster. Some
48% assigned level 1 importance to Top Quality Management soft skills.
Inter/Intra personal Skills Cluster and Personal/Professional Development
When asked if respondents felt that Inter/Intra Personal skills were the most
important group of soft skills, a total of 36.4% agreed with a level 1 ranking. Within
this cluster, the individual soft skill of ‘active listening’ was assigned the highest
ranking from 42.6% of respondents. This was followed by ‘personal effectiveness’ at
40.6% at level 1. Combining both levels 1 and 2 rankings to these two soft skills, an
average of 34.3% of respondents reported these scores as being of the highest
importance.
Training and Education Delivery
The views of interviewees were sought on how and what they considered as
appropriate modes and approaches to the delivery of training and education in the
area of soft skills. As can be seen from Figure 6.7, a high proportion of respondents
either agreed or strongly agreed (78.6%) that training in the area of soft skills is
required. This figure is in keeping with the disparity that emerges from previous
figures which show that while high levels of importance are assigned to the need for
soft skills, perception of their actual existence in respondents’ social enterprises are
quite low. Further questions were also posed in relation to approaches to training.
116
Figure 6.7: Training and the Development of Soft Skills
Role Play in Developing Soft Skills
A high proportion of respondents were in agreement that role play is a useful way to
develop soft skill training with 64.1% either agreeing or strongly agreeing with its
proposed usage.
Utilising Specially Designed Computer Games for Soft Skills Training
As Figure 6.8 indicates, 38.5% of respondents agreed or strongly agreed that
computer games aid the development of soft skills. However, over one in four
respondents disagreed with this statement. This may be attributed to computer
games being relatively new in a training context for many people and raises a further
question as to how this correlates with age and/or a digital divide.
Role Play being Developed through Computer Games for Participation of Staff
Some 36.9% (Figure 6.9) of those surveyed agreed or strongly agreed that role play
can be usefully utilised through the development of computer games in which staff
can participate. Similar to the previous question, a significant minority (26.2%) did
not respond to this question, which once again raised further questions possibly in
relation to age and a digital divide.
117
Figure 6.8: Computer Games and Soft Skills
Figure 6.9: Role Play Computer Games Learning for Staff of Social
Enterprises
Modes of Training and Education Delivery
When given a choice of how training would be delivered, most respondents (76.5%)
preferred a combination of all three options; e-learning, workshops and tutorials (See
Figure 6.10). The most favoured individual option was workshops, returning a score
118
(92.1%) of those surveyed. The least individual favourable mode of delivery was e-
learning (47.1%). It may also be noted that the rate of response was 25% less in the
case of e-learning as compared to a combination of training modes. Once again,
this may be attributed to new technologies in teaching not be as well-known as
others.
Figure 6.10: Preference of Training Delivery Modes
Focus Group
The results of the scoping interviews and online survey informed the focus of the S-
Cube Learning Programme and assisted in defining the parameters of the scenario
(called ‘Futurepositive’) developed for subsequent trialling with SE stakeholders. An
important step in the development of the scenario was the running of a focus group
comprising a number of social enterprise stakeholders. By discussing the results of
the TNA and exploring various scenario options, the focus group was pivotal in the
design of this key aspect of the S-Cube Learning Programme, providing a real world
check on the translation of the TNA results into a workable and realistic scenario.
Conclusion
The growth of social enterprises across the EU, the recognition and growing demand
of soft skills in areas of business and the attendant development of public policy at
both national and EU levels, all indicate that the work of the S-Cube project has the
potential to significantly contribute to soft skill development in the third sector.
119
The completion and findings of the TNA produced a base line of information,
systematically and empirically constructed which served to inform the design and
development of an innovative, empowering training tool that has the potential to
contribute to the sustainability of SEs across Europe.
120
Supplement 6.2
S-Cube Project Soft Skills Interview Schedule Preamble
1. Statement of Purpose. A letter, explaining the context of the project is sent in advance to the interviewee. Check with the interviewee that s/he received and understood the contents of the letter. Have a copy to hand and re-cap if necessary.
2. Consent to be obtained from the interviewee via a signed form. Check that s/he understands the interview will be audio taped.
3. From the outset the interviewer will relay the following information to the interviewee:
Confidentiality. The identity of all participants in this research will be treated in the strictest of confidence. Any personal information divulged during an interview will not be associated or identified with any individual.
Research not a Test. The interview is not a ‘test’ of the individual or an organisation. The interview represents an element of research to inform the design of soft skills training for personnel who work in social enterprises (free of charge).
Participant Briefing
It is important that before using this questionnaire with interviewees that a brief
discussion takes place where clarification is given as to how soft skills are being
defined.
Soft skills are “the Inter-personal and Intra-personal skills required to be effective in the workplace”
(Bunk 1994 in FÁS17)
Showcard No 1. (Soft skills 1-18) This is given to the interviewee to read. Allow
time for reading. The interviewer can then give some practical examples of how
some of these soft skills may be used in the work place, using the social enterprise
model as a background.
Teach Back: The interviewer checks with the interviewee to confirm her/his understanding of soft skills to enhance validity. Checklist:
1. Does the interviewee understand the background to the project? 2. Does the interviewee understand the role of soft skills in social enterprises? 3. Has the consent form been agreed and signed by the interviewee? 4. Has audio-tape consent been given by the participant?
17
Downloadable at: http://www.fas.ie/en/pubdocs/SoftSkillsDevelopment.pdf
121
Details Name:_______________________________________________________ Organisation:_________________________________________________ Q1a. Of the soft- skills listed here, on a scale of 1-10, which of these soft skills are
most important/useful to your SE, or which do you think are most important to
SEs in general - those with which you are familiar? 1=most important/useful;
10=least important/useful.
Effective leadership Communication Conflict Resolution
Ability to influence Personal effectiveness
Active listening
Creative problem solving
Strategic thinking Decision making
Team building Being able to convince
Flexibility
Understanding relationships
Consultation Self awareness
Judgement
Resilience Other
Q.1b Of the soft- skills listed here, on a scale of 1-10, which of these skills exist at
the highest levels in your SE or in SEs in general – those with which you are
familiar? 1=most prevalent; 10= least prevalent.
Effective leadership Communication Conflict Resolution
Ability to influence Personal effectiveness
Active listening
Creative problem solving
Strategic thinking Decision making
Team building Being able to convince
Flexibility
Understanding relationships
Consultation Self awareness
Judgement
Resilience Other
122
Q2. Can you identify a soft skill(s) from the supplied list or from your own
knowledge that is/are really important to the effective running of your SE
or SEs in general?
Probe: Why is/are these skill(s) important?
Probe: Can you give an example of how this/these skill(s) is/are important
within [your SE or SEs in general]?
Probe: In relation to this/these soft skill(s), what is your assessment of the
level of competence in [your SE or SEs in general]?
Q3. What other soft skills on the list are important and why?
Probe: any skills left out that are important?
Q4. Thinking about the soft skills areas we've discussed, what is your
overall assessment of the skills for which there is the greatest need for
training [in your SE or amongst SEs in general]?
Q.5 How would you like to see training in soft skills being delivered?
______________________________________________________________
Q.6 Would a combination of the following training delivery types be of
interest to you in soft skills training? (Please indicate yes or no, below)
a) e-Learning, b) Workshops c) Tutorials Yes □ NO □
Q7 If you were to engage in any of the training above, do you have any
special needs to facilitate your learning? If so, please indicate those
needs.
______________________________________________________________
123
Showcard
3 Effective leadership
The ability to motivate people to work effectively towards goals in a collective fashion.
4 Communication Being able to impart information in a clear, precise and unambiguous way.
3 Conflict Resolution The ability to facilitate a process whereby conflict is resolved between parties.
4 Ability to influence The ability to offer reasoned debate on a subject, so as to persuade and gain agreement.
5 Personal effectiveness The ability to consider one’s own personal effect on matters and measure effectiveness in that context.
6 Active listening Being able to engage with others in a way that assures them that you are listening and considering what is being said.
7 Creative problem solving Being able to approach problems from a number of perspectives, thus increasing the possibilities of success.
8 Strategic thinking Contextualising thinking into a wider sphere, so all possibilities and outcomes are visible.
9 Decision making Being able to reflect on all implications and considerations and arrive at an informed decision.
10 Team building Being able to generate a positive spirit and attitude amongst workers which incorporates positivity, happiness and positive outcomes for the company
11 Being able to convince The ability to win people over to one’s own way of thinking by presenting rational and best ideas that show a better route and outcome to a concept or action.
12 Flexibility Being able to display an understanding that situations can change and consequently plans may have to be re-visited. Rigidity when dealing with human beings can be problematic.
13 Understanding relationships The ability to understand the dynamics between individuals and groups so as to read the ‘sub-text’ of how people are inter-acting and re-acting
14 Consultation Appreciating the significance in considering people’s opinions, particularly when important decisions are to be made.
15 Self awareness The ability to know oneself, both physically and mentally at any given time and the effect that is having on oneself and others.
16 Judgement The ability to consider and comprehend all factors relating to reaching an understanding of a situation.
17 Resilience Being able to ‘bounce back’ and resume effectiveness in the face of a set back or failure.
18 Other
135
Chapter Seven
Evaluation of the Online Role Play Trials
Roberta Asperges, Jonathan Moizer, Alfie Keary & Ralf Friedrich
Introduction
This chapter presents and discusses the results of the S-Cube Learning Programme
trials carried out with the UK, Irish and German social enterprise stakeholders.
Firstly, statistics are presented to illustrate the impact that the S-Cube training
intervention had on the soft skills of the trial participants. These results are
accompanied by a data response. Lastly, the statistical and open trial participant
feedback on the utility and effectiveness of the EUTOPIA S-Cube environment is
presented and discussed.
The Trial Parameters
The comprehensive trialling of the S-Cube Learning Programme with the social
enterprise stakeholder participants yielded a full and representative evaluation of the
potential impact that the Programme could leverage over social entrepreneur soft
skill development. Of the 116 volunteers who started the Learning Programme (40
in the UK, 53 in Ireland18 and 23 in Germany), 95 completed both the Self-Reflection
Survey of their soft skills and the Post Trial Evaluation Survey to feedback on
suggested improvements to the S-Cube Learning Programme in Trial Cycle 1. For
each trialling partner country, there were more females than males participating in
the Learning Programme: UK 53.8%, Germany 72.7%, Ireland 52.9%. Regarding
the age categories, both the Irish and German groups recorded the highest
percentage within the age category 19-35 years. The profile of the Plymouth
participants was older with 33% being aged between age 35-50 and 28.2% being
between 51-65 years old.
18
Nineteen of the Irish participants had learning differences and were able to provide equally valuable
feedback on the S-Cube learning experience orally.
136
Seventy-seven participants (38 in the UK, 26 in Ireland and 13 in Germany)
successfully finished the training, with 61 completing the two surveys at the end of
Trial Cycle 2. As might be expected, for these remaining participants, the age and
gender profile of participants was similar to that in the first trials. Again, there was a
greater proportion of females than males and the age profile was slightly older than
in Trial 1 across partners, reflecting the characteristics of those participants who
were available to return for the second cycle.
Within the soft skills survey at Trial 1, participants were asked to provide some
background on their reasons for participating in the trialling and any prior
experiences of online learning. Most respondents were involved in trialling the S-
Cube Learning Programme because they were interested in better understanding the
project and the learning opportunities related to this. Regards the benefits gained
from this trial, some participants wished to understand more about the training
requirements in order to effectively support social enterprise initiatives, while others
were keen to specifically develop their own personal social skills. Only a limited
number of participants had previous experience of e-learning, but this was mainly
limited to specific courses of study such as food and hygiene or health and safety.
For most, it was a new experience. With the potential of e-learning as a method of
training for soft-skills, there was mixed opinion. Some respondents felt that the S-
Cube Learning Programme, for instance, was a new opportunity to learn and
improve their soft skills within a safe environment, while others believed that the
most effective method would be to use traditional face-to-face learning methods.
Trial Evaluation: Impact of the S-Cube Learning Programme on Soft Skill
Levels
The use of pre- and post-workshop trial surveys to assess the self-perceived soft-
skills of participants facilitated an analysis of the impact of the training intervention.
The mean ratings for the 'Soft Skills Evaluation A' and 'Soft Skills Evaluation B' parts
of the survey (administered Pre-Trial 1 and Post-Trial 2) are summarised and
compared in Tables 7.1 and 7.2 below.
137
Table 7.1: Soft Skills Evaluation A
SOFT SKILLS EVALUATION A - ANALYSIS
These questions were rated on a 1-10 scale where 1 = Extremely Uncharacteristic
and 10 = Extremely Characteristic. Hence, an increase in the mean score between
the start of Trial 1 and the end of Trial 2 indicates a positive development in the soft
skill described. In the case of 11 out of the 20 soft skills displayed in Table 1, such
an increase in the mean was observed. In one case there was no change and in 8
I am open
and candid in
my dealings
with others,
as opposed
to being
closed,
cautious, and
under wraps
in my
relationships
I hear, respect,
and accept the
comments and
reactions of
others, as
opposed to
responding
defensively,
dismissing
them as of little
value, or turning
a deaf ear on
their
observation
I specifically
test for
agreement
and
commitment
to joint or
team
decisions,
as opposed
to assuming
that all are
committed if
no one
openly
disagrees
I readily admit
to confusion or
lack of
knowledge
when I feel that
I have little
information
about a topic
under
discussion as
opposed to
trying to bluff,
feigning
understanding
, or insisting
that my
opinions are
right
I show my
concern that
others know
where I stand
on relevant
issues, as
opposed to
being
basically
indifferent to
others
knowledge of
me or just
unrevealing
in my
comments
I take the
initiative in
getting
feedback
from other
members,
as opposed
to waiting
passively
for others to
offer their
comments
of their own
accord
I “level” with
others and
describe
how I feel
about what
they do and
how they
do it, as
opposed to
covering
up, taking
tolerance
or denying
any
reaction
My
comments
are relevant
and pertinent
to the real
issues at
hand in the
team, as
opposed to
being “frothy”
and off-target
or attempts at
camouflage
I try to
understand
how others
are feeling
and work
hard at
getting
information
from them,
which will
help me do
this, as
opposed to
appearing
indifferent,
showing
superficial
concern or
being
basically
insensitive
I value and
encourage
reactions
equally from
others, as
opposed to
being
selective in
my quest for
feedback or
treating
some
contributions
as inferior
Valid 93 94 92 94 94 95 94 95 94 95
Missing 2 1 3 1 1 0 1 0 1 0
7.45 7.62 7.14 7.33 7.12 6.94 6.44 7.26 7.86 7.54
Valid 62 62 61 62 62 62 62 62 62 62
Missing 2 2 3 2 2 2 2 2 2 2
7.40 8.10 7.21 7.73 7.23 7.18 6.85 7.26 7.89 7.52
I am openly
affectionate
toward others
when I feel I
like them, as
opposed to
being
inhibited,
restrained, or
acting
embarrassed
I help others
participate and
work to support
and draw
everyone into a
group
discussion, as
opposed to
fending only for
myself and
leaving
participation up
to each
individual
I take risk
with others
and expose
highly
personal
information,
both
emotional
and
intellectual,
when it is
pertinent, as
opposed to
playing it
safe, as if I
don’t trust
others
I welcome and
appreciate
other’s
attempts to
help me, no
matter how
critical or direct
their feedback,
as opposed to
acting hurt,
sulking,
indifference, or
rejecting them
outright
I openly try to
influence an
individual or
a group, as
opposed to
being
manipulative
I press for
additional
information
when they,
anger me
as opposed
to acting
unaffected,
restrained,
or over
controlled
I am openly
hostile
towards
others
when they
anger me,
as
opposed to
acting
unaffected,
restrained,
or over
controlled
I encourage
collaboration
on problems
and solicit
others
definitions
and solutions
on mutual
problems, as
opposed to
insisting on
mechanical
decision
rules or trying
to railroad my
own
judgment
through
I am
spontaneous
and say what
I think no
matter how
“far out” it
may seem,
as opposed
to monitoring
my
contributions
so that they
are in line
with
prevailing
through or
more
acceptable to
others
I give support
to others who
are on the
spot and
struggling to
express
themselves
intelligently
and
emotionally,
as opposed
to letting
them
flounder or
trying to
move on
without them.
Valid 94 95 94 95 95 94 94 94 95 95
Missing 1 0 1 0 0 1 1 1 0 0
7.37 7.63 5.93 7.29 7.12 6.53 4.61 7.43 6.23 8.04
Valid 62 62 62 62 62 60 62 62 62 62
Missing 2 2 2 2 2 4 2 2 2 2
N
1 Trial Mean
N
N
1 Trial Mean
N
2 Trial Mean
138
cases there was a decrease in the mean. Although differences between Trial 1 and
Trial 2 were often small, the results in Table 1 indicate that in the majority of areas,
there was either a positive improvement in soft skills or no change following the two
S-Cube Learning Programme workshop trials. The two areas where the biggest
improvements were observed relate to the soft skills of ‘Active Listening’ and ‘Risk
Taking’.
Table 7.2: Soft Skills Evaluation B
SOFT SKILLS EVALUATION B - ANALYSIS
These soft skills were rated on a 1-5 scale where 1= Very Strong and 5 = Very
Weak. Hence, a decrease in the mean score between the start of Trial 1 and the
end of Trial 2 indicates an improved self-perception of the soft skill described. In the
case of 10 out of the 17 soft skills, such a decrease in the mean was observed. It is
significant to note that the biggest decrease observed was in the soft skill area of
'Communication', the main focus of the S-cube on line role play scenario trialled
during the workshops. This indicates that the intervention had a positive impact in
this key area of interest. Again, differences between Trial 1 and Trial 2 were often
small, however the results indicate that in the majority of areas, there was a positive
improvement in participants' perceptions of their soft skills following the two S-cube
workshop trials19.
19
Note that in the case of both Table 7.1 and Table 7.2, the time separation between the two
workshop trials means that it is not possible to rule out the impact of other uncontrolled variables on the results.
Effective
leadership Communication
Conflict
resolution
Ability to
influence
Personal
effectiveness
Active
listening
Creative
problem
solving
Strategic
thinking
Decision
making
Valid 95 95 95 95 95 95 94 95 94
Missing 0 0 0 0 0 0 1 0 1
2.22 2.17 2.37 2.36 2.33 1.87 2.02 2.41 2.18
Valid 62 63 63 62 62 63 63 63 63
Missing 2 1 1 2 2 1 1 1 1
2.16 1.97 2.35 2.32 2.21 1.84 2.13 2.29 2.16
Team
building
Being able to
convince Flexibility
Understanding
relationship Consultation
Self
awareness Judgement Resilience
Valid 93 95 95 95 95 95 95 95
Missing 2 0 0 0 0 0 0 0
1.96 2.38 1.96 2.06 2.01 2.06 2.21 2.24
Valid 63 63 63 63 63 63 63 63
Missing 1 1 1 1 1 1 1 1
2.06 2.41 2.08 2.17 2.25 2.11 2.17 2.17
N
2 Trial Mean
1 Trial Mean
N
2 Trial Mean
N
1 Trial Mean
N
139
Impact of Software and Scenario Enhancements on Participant Perceptions of
the S-Cube Programme
Workshop participants were required to complete an evaluation of the S-Cube
software and scenario after both the first and second trials. This allowed an
evaluation to take place of the impact of changes and enhancements made to the S-
Cube Learning Programme (the software environment, scenario and other modular
learning materials) between the trials in response to user feedback.
QUANTITATIVE FEEDBACK
Tables 7.3 and 7.4 below summarise and compare the mean ratings given by
participants. In most cases, the reduction witnessed in the mean score between
trials represents an improved, more positive perception of the Learning Programme.
Overall, the results show a much improved perception of S-Cube between Trials 1
and 2.
Table 7.3: Game Experience
In relation to the ‘Gaming Experience’, the comparison of means in Table 7.3
indicates an improved overall perception of S-Cube between the 2 trials. Trial 2
participants were more inclined to agree that they became immersed in the role play
and remained focused throughout. As might be expected, the experience was less
challenging and fraught for participants the second time around.
Referring to Table 7.4, in all aspects of learning measured there was a clear
improvement between the two trials. This most likely reflects the improvements
The
experience
was
immersive
The
experience
was
challenging
Interactions
in the game
were
fraught &
tense
I was able
to achieve
the goals
set in the
game
I remained
focused
on the
game
throughout
The Overall
experience
was
positive
Valid 95 95 95 95 95 94
Missing 0 0 0 0 0 1
2.37 2.32 3.01 3.26 2.27 2.50
Valid 76 76 75 76 76 76
Missing 0 0 1 0 0 0
2.07 2.41 3.43 2.37 2.12 1.93
N
2 Trial Mean
N
1 Trial Mean
140
made to the learning materials ahead of Trial 2. Also, having mastered the technical
aspects of the activity during Trial 1, it is likely that participants were more focused
on the learning aspects of S-Cube during Trial 2.
Table 7.4: Learning Experience
In relation to 'Game Guidance', a more positive perception of tutor intervention
emerged following Trial 2 as evidenced in Table 7.5. This might reflect
enhancements made to the guidelines for running the S-Cube Learning Programme
and the fact that tutors would have gained more experience in facilitating sessions.
Significant effort was directed at enhancing aspects of the software ‘Usability’ based
on feedback from Trial 1. This is reflected in Table 7.6 by the very positive
improvements in mean scores across all survey items relating to usability after Trial
2.
As with ‘Usability’, a number of improvements were made to the ‘fidelity’ of the
software between the trials. Once again, in Table 7.7, this is reflected in the positive
improvements in mean scores for related measures after Trial 2.
The
learning
goals of the
game were
clear
The game
provided
opportunities
to receive
feedback
The game
scenario had
relevance to
the issue of
communication
skills
development
The game
required me to
use my
communication
skills
Using online
role play is an
appropriate way
to develop
communication
skills
Valid 91 93 95 95 94
Missing 4 2 0 0 1
2.80 2.53 2.38 2.11 2.35
Valid 76 71 76 76 76
Missing 0 5 0 0 0
2.03 2.30 2.16 1.79 2.162 Trial Mean
N
1 Trial Mean
N
141
Table 7.5: Game Guidance
Table 7.6: Usability
The pace of
the role play
was too fast
The tutor
interventions
were helpful
in focusing
my attention
The tutor
interventions
helped to
develop my
confidence
Valid 92 95 95
Missing 3 0 0
2.85 2.17 2.66
Valid 74 74 73
Missing 2 2 3
2.70 1.85 2.23
N
1 Trial Mean
N
2 Trial Mean
It was easy to
get started
with the
software
The gesture
and mood
functions were
useful
The survey
function
(posing
questions
during the
game) aided
my reflection
The User
Manual was
well written
and clear
I learned how
to use the
software
quickly
The user
interface
was easy to
use
Valid 94 93 93 88 95 94
Missing 1 2 2 7 0 1
2.67 2.91 2.72 2.66 2.22 2.33
Valid 75 74 68 65 74 72
Missing 1 2 8 11 2 4
2.19 2.58 2.57 2.12 1.81 1.85
It was easy
move around
It was easy to
create dialogue
It was easy
to change
character
moods and
gestures
It was easy to
interact with
other
characters
It was easy to
respond to
the in-game
survey
questions
Valid 94 95 92 95 89
Missing 1 0 3 0 6
3.03 2.27 2.29 2.39 2.33
Valid 75 73 71 74 70
Missing 1 3 5 2 6
2.29 2.03 2.00 1.93 2.23
2 Trial Mean
N
1 Trial Mean
N
2 Trial Mean
N
1 Trial Mean
N
142
Table 7.7: Fidelity
The enhancements made to both the S-cube software and the related scenario and
learning materials resulted in a higher level of engagement and interest at Trial 2 as
illustrated in Table 7.8. Participants were more likely to recognise the value of the
learning approach.
Table 7.8: Interest and Value
In relation to the organisation of the sessions (Table 7.9), perceptions of Trial 2 were
more positive reflecting the greater experience of facilitators after running two sets of
trials. The view of many participants that trials were too short may be an indication
of the high level of engagement achieved during the second trial and the immersive
nature of S-cube as a learning tool.
The playing
environment
was visually
appealing
The
animated
characters
were visually
appealing
I can identify
with the
characters in
the game
I can identify
with the story /
scenario in the
game
The experience
felt real
Valid 95 95 95 95 94
Missing 0 0 0 0 1
2.83 2.84 2.82 2.45 3.05
Valid 73 75 75 75 73
Missing 3 1 1 1 3
2.49 2.55 2.41 2.31 2.73
1 Trial Mean
N
2 Trial Mean
N
I found the
game
stimulating
I recognise
the value of
the game as
a tool for
learning
Valid 94 93
Missing 1 2
2.60 2.19
Valid 75 75
Missing 1 1
2.31 2.11
N
1 Trial Mean
N
2 Trial Mean
143
Table 7.9: Organisation of Trial
QUALITATIVE FEEDBACK
Following on from Trial 1, in relation to the strengths of the S-Cube Learning
Programme, all respondents judged that the Programme could provide an
opportunity to put yourself into a different mind-set and an effective way to teach soft
skills, and in particular communication skills through a distance learning
environment. Participants also highlighted a number of software limitations, inter
alia: the inability of their character to speak to different combinations of characters;
difficulty in following character conversations because there were too many visible
windows with messages/information on the screen; problems with the movement of
the avatars; and the limited range of gestures and moods open to the avatars. On
the topic of software improvements, the respondents confirmed the above limitations
and provided some recommendations on overcoming these with the software
environment. These suggestions provided a foundation for the enhancements to the
S-Cube Learning Programme ahead of the second cycle of trials.
The following comments represent the views of participants who experienced two
cycles of workshop trials and therefore spent some considerable time engaging with
the Learning Programme – its software, the scenario and the associated learning
materials. Regards the strengths of S-Cube, many participants reported that it was
easy to use and that it was a fun, engaging experience. Such engagement from a
mixed group of users with different levels of experience with computer technology is
a very positive outcome for the project. Other participants commented on the
adaptability of the learning platform across different learning contexts and some
The trialling
session
was well
organised
The trialling
session was
too short
My location for
the trialling
session was
adequate
Valid 95 94 93
Missing 0 1 2
2.22 2.56 2.06
Valid 75 75 75
Missing 1 1 1
1.64 3.07 1.80
N
2 Trial Mean
N
1 Trial Mean
144
suggestions were made in this regard as to extending its application to new
environments. With respect to the limitations of the Learning Programme, most
responses focused on technical aspects of the game (e.g. the text/dialogue
functions) or the need to ‘multi-task’ in order to effectively use the various avatar
movement and communication functions simultaneously. There was little feedback
on the scenario under trial itself, though some respondents felt that the goals of the
activity could have been clearer. Going forward, a challenge will be to make the
interface and functions more intuitive within the constraints of available technology.
Suggestions for improvement reflect the limitations identified above and include
comments on how advanced technologies such as facial recognition software might
be integrated into its functionality. It is clear that as more technologies emerge,
there is great potential to enhance aspects of the S-Cube software further to improve
its fidelity and make it more intuitive to use. Additional comments offered by
participants confirm that the software and support resources were noticeably
improved between the two trialling cycles. This demonstrates that the evaluation
and enhancement work conducted by partners has had a clear impact on the user
experience of the participants.
Summary and Conclusion of the S-Cube Learning Programme Evaluation
Overall, a comparison of responses between Trial 1 and Trial 2 indicates that there
was a modest but generally positive impact on participants’ self-perceived soft skills
as a result of the training intervention. Also, participant perceptions of the S-Cube
Learning Programme became more favourable after Trial 2, reflecting the positive
impact of improvements and changes made to the software, scenarios and learning
materials by project partners. The reasons for participation across the partners was
varied but most volunteers either wanted to develop their soft skills or find out about
how to use the Learning Programme to develop the soft skills of others. The
feedback on the software capability was generally positive, but there were
recommendations on how to engineer a more intuitive learning software program.
Importantly, the improved learning environment between Trial Cycles 1 and 2 was
recognised.
The last chapter (Using S-Cube for Training Soft Skills: Lessons Learned and Future
Prospects) draws together the whole project process and outputs and considers how
145
the S-Cube Learning Programme and its methodology could be used further to
support the soft skill development of those working in European social enterprises.
146
___________________________________________________________________
SECTION THREE: FUTURE PROSPECTS FOR S-CUBE
Chapter Eight
Using S-Cube for Training Soft Skills: Lessons Learned and Future
Prospects
Jonathan Moizer, Luigia Simona Sica, Orazio Miglino, Andrea Di Ferdinando,
Liz Thomson, Paul Walsh & Ralf Friedrich
Introduction
This chapter starts by highlighting the final adaptions made to the S-Cube online role
play environment to improve its application. Next, a review of the impact that the
Learning Programme has had on the soft skills of members of the European social
enterprise community is provided, along with indications of the future sustainability of
the learning approach. Future opportunities for using online role play games to
develop soft skills are then outlined. The chapter concludes with a summary of the
key findings of the S-Cube project.
Adaptions made to the S-Cube Online Role Play Environment
Software adaptions to the S-Cube software environment were directly informed by
the feedback from the trial participants resulting in enhancements to the fidelity,
usability and context relevance. A range of minor software bugs and glitches were
readily resolved between Trial 1 and 2. The participant feedback after Trial 2
reflected the improvements to the software between trial cycles.
The main adaptations to the software were as follows.
For Fidelity
As part of the software functionality, characters have the opportunity to use verbal
(text based) communications and non-verbal communication using emoticons.
Feedback from the trials indicated that a fuller range of emoticons would help
characters to more effectively role play through non-verbal communication. A
number of additional moods and gestures such as a ‘happy expression’ were made
147
available to characters during Trial Cycle 2 to better reflect real world personal
interaction. The top left portion of Figure 8.1 below illustrates the emoticon options
available to characters in the final version of the software.
For Usability
At Trial 1, characters were limited to verbal communication with either one other
character or all other characters. Feedback indicated this as a limitation on
communication. Adaptions were made to this functionality with an additional option
to communicate with more than one other character. The right side of the Figure
below illustrates this functionality where Jacqueline is talking to Aravinda and
Francesca but not Bob.
For Context Relevance
To better represent reality in social enterprise, we included a wider range of different
types of characters in Trial 2. These characters are available for inclusion in the final
version of the software for use in other role play scenarios.
Figure 8.1: Adaptions to the S-Cube Environment
Development of New Scenarios
The Futurepositive online role play learning scenario has been successfully trialled
with social enterprise stakeholders in the UK, Ireland and Germany. The scenario
was developed using the EUTOPIA storyboard facility and developed into a full S-
148
Cube scenario script before use in the volunteer participant trials. Any trainer is able
to use the EUTOPIA platform to craft and customise their own S-Cube soft skill role
play scenarios. To help S-Cube trainers, three additional soft skill-social enterprise
orientated scenarios have been developed and uploaded to the S-Cube server
(http://eutopia.unina.it/scube/). This resource of four scenarios is freely available as
a downloadable trainer resource in the three partner languages: English, German
and Italian. It is hoped that these role play scenarios can be used by trainers off-the-
shelf or be used to inspire trainers to craft their own S-Cube scenarios.
The three additional scenarios are described below:
Closing the Deal
CommunityMedia has been approached by a mid-size corporate organisation -
Mobile Corp Europe - which wants to develop a promotional film to help sell its
mobile phone services. Mobile Corp Europe has a good corporate and social
responsibility policy and is keen to get social enterprises into its supply chain. They
still need a top quality production. The two parties have had some phone and email
discussions and CommunityMedia has sent a quote of £17k for the work. Both
parties have set up a meeting to finalise what is needed and pin down what
CommunityMedia can provide for what cost. The aim for both sides is to close the
deal and iron out any remaining issues for the contract.
The scenario provides trainees with the opportunity to develop the following soft
skills: communication, ability to influence, and ability to convince.
Creating a Social Enterprise
A number of local people want to form a social enterprise to develop an urban farm
to redevelop the land, sell produce, look after animals and also encourage young
people and families to get involved. The local council (municipality) are keen for
some sort of community use for the land and will also provide £50,000 in capital to
help develop it. However, they are also under pressure from a developer who wants
to purchase the land to build new housing. The group of local people are hoping to
get agreement from the council to transfer the asset to a new social enterprise. The
council has asked for a business plan for the business. Although the group
members are from different backgrounds they are all in agreement that in order to
149
create a farm that will have long term benefit they must create opportunities for
earning income. The aims for this group are to agree a simple vision/mission
statement for the new social enterprise business; agree roles in the new company
and elect a chairperson for the new business, set three social outcomes the
business would like to achieve and come up with some income generating ideas for
future development.
The purpose of the UrbanFarm scenario is to provide participants with the
opportunity to take part in a role play exercise focused on the use of the following
soft skills: leadership, listening, decision making, team building and understanding
relationships.
Problem Resolution
Two years ago an interdisciplinary team was put together to restructure the department of
further education at Builditup Company. The objectives are to offer state of the art online
qualification programmes for all employees meeting the company’s requirements in a fast
transforming market. To encourage employees to sign up for the new education
programmes, they should meet the following criteria:
Be offered fir study with flexible hours
Create an inviting study atmosphere
Use modern techniques and training methods
Award certification
Contribute to future company profitability.
For no obvious reason there has not been any progress in attaining the objectives of
the project. The Headquarters has voiced harsh criticism and called for an
immediate fix and binding project plan. So the Human Resource function has
organised a meeting of all project team members to establish what the obstacles are
to signing up employees to the study for the educational programmes and how to
overcome these. The aims for this group are to allow each team member to state
their views on why the project isn’t working and allow the team to suggest solutions
to overcoming the project difficulties.
150
The scenario provides trainees with the opportunity to develop the following soft
skills: communication, negotiation, teamwork and ability to convince.
Impact and Sustainability of the S-Cube Learning Programme
Within S-Cube, impact is considered to be retrospective and relates to the direct and
indirect effects that the project outcomes have had on the soft skill development of
members of the European social enterprise community. Sustainability is
prospective, and concerned with maintaining a positive impact on the social
enterprise community going forward.
Impact on the European Social Enterprise Community
A major component of the S-Cube project’s impact revolved around the involvement
of non-delivery partners (project supporters) in trial participation and evaluation of
the S-Cube Learning Programme impact at the European tri-national level: in the UK,
Ireland and Germany.
The target groups for the S-Cube project were those directly working in European
social enterprises and other social enterprise stakeholder group such as trainers and
educators. The direct project impact was on the development of trial participants’
soft skills through their engagement with the S-Cube Learning Programme. At the
project planning stage it was envisaged that some 70 people from these target
groupings would be involved in the trials and benefit from the S-Cube training. In
fact, 113 individuals participated in Trial Cycle 1, with 77 of this cohort taking part in
Trial Cycle 2. Across the three trialling countries, participants represented the broad
social enterprise community and the impact of the training on their soft skill levels
was closely measured. A comparison of mean scores from the pre & post-trial
survey responses provided by the cohort indicated a small but positive impact on
participants’ self-perceived soft skills. To supplement these statistics, qualitative
comments suggested that many participants recognised the value of the training
approach to improve soft skills. Overall, the trials were successful in terms of the
number of people impacted and the nature of the impact on participant soft skills.
Furthermore, survey analysis showed improvements made to the S-Cube software
and scenarios through the project had a positive influence on participant perceptions
of its value as a learning tool. Engagement with social enterprise stakeholders
151
throughout the trials has already led to the development of new role play learning
scenario applications for a range of social enterprise contexts.
The indirect impact of the S-Cube Learning Programme extended beyond the trial
participants. There was significant engagement with social enterprise stakeholders
who were not participating in the Learning Programme trial activities. This occurred
through various channels, including demonstrations at events and fairs, meetings
and discussions with social enterprise stakeholders and presentations at
international conferences. This engagement led to expressions of interest in the
Learning Programme emanating from a wide range of stakeholders, mostly
consisting of social enterprise trainers and also educational establishments (for
example, secondary schools were keen to explore potential applications).
Social media and website activity was also an important project element and effort
was made to engage with the wider social enterprise community online. Twitter
(https://twitter.com/SCubeSEproject) and Facebook
(https://www.facebook.com/SocialEntrepreneurshipSoftSkillsTraining) accounts were
created for project dissemination and exploitation purposes. The project website
(http://www.s-cubeproject.eu/) also featured regular blogs (http://www.s-
cubeproject.eu/blog/) by partners and provided a repository of resources and
publications that were well used during the project period and continue to be
available as a legacy resource for consumption by third parties. Such engagement
provided a means to impact on the broader debates surrounding social enterprise,
online training & related policy. The wide coverage of S-Cube achieved through
newspapers & other media has extended the impact & reach of the S-Cube Learning
Programme.
In terms of the impact statistics, impact was measured through documenting the
number of trial participants which, at 113, was 61% greater than the planned 70.
Thirty-five Learning Programme trials were conducted across the three trialling
countries, representing at least 70 aggregate training hours, with most participants
receiving four hours of training. The effect of the trials on the participant soft skills
was evaluated using pre- & post-trial surveys. This approach facilitated an
assessment of the impact of trials on self-perceived participants’ soft skills. Surveys
152
also measured the impact of the S-Cube Learning Programme enhancements on
learning. A total of five trial participants were invited to a final international S-Cube
Learning Programme workshop in Rome20, where plans to take forward and deepen
the impact of S-Cube were discussed and measures agreed.
The impact beyond the trial participants was measured in number of ways. The
number of people reached through dissemination activities was significant. From a
qualitative perspective, the prestige of the publications featuring the S-Cube
Learning Programme is important (for example, the Times Higher Education
newspaper is a highly regarded weekly publication in UK higher education sector,
whilst the Irish Guardian is widely read quality newspaper in Ireland). The impact
through social media channels has also been significant. By project end, S-Cube
had over 125 ‘Twitter’ followers (https://twitter.com/SCubeSEprojectfollowers) and a
growing number of ‘Facebook’ friends
(https://www.facebook.com/SocialEntrepreneurshipSoftSkillsTraining). There has
been virtual project engagement via its trilingual webpages (see http://www.S-
Cubeproject.eu/index.html; http://www.S-Cubeproject.eu/indexde.html; http://www.S-
Cubeproject.eu/indexit.html). Web traffic generated an average of 100 ‘hits’ per day
towards the project end with over 12,000 ‘hits’ to date for the S-Cube blog page
(http://www.S-Cubeproject.eu/blog/).
The impact on non-trial participants within the targeted groupings was also
measured through the number of S-Cube meetings held with social enterprise
stakeholders. A total 44 meetings to discuss S-Cube adoption and application were
recorded across all four partners. However, more important than the number of
meetings was the standing of stakeholders engaged with, and the outcomes that
were achieved from these meetings; examples include: McAfee who will use S-Cube
in Ireland to create cyberbullying awareness, Oliver Colville – UK Member of
Parliament who endorsed the efforts of the S-Cube project through the project
website; and Social Entrepreneurs Ireland which play a key role in increasing the
impact of social enterprises in the Irish Republic.
20
At the Rome event, social entrepreneurs from partner countries came together to participate in an international trial of the Problem Resolution role play scenario, and feed-forward on the prospects for using the S-Cube Learning Programme to further engage those working in European social enterprises in their soft skill development.
153
A further measure is the number of events and conferences at which partners
presented or demonstrated the S-Cube Learning Programme. A qualitative measure
of impact through this means was winning the Best Paper Award at the Irish
Educators Conference, 2013. Publications have been produced or are currently
awaiting publication, meaning that the project will have an ongoing impact on social
enterprise training, academic & policy debates.
Analysis was undertaken to identify variations in the impact of the workshop trials on
participants across the three trial countries. A comparison of means scores for trial
participant soft skill levels indicates that a positive impact was observed across all
three countries. The ‘starting position’ of the participant groups in the three nations
for mean self-perceived soft skills varied, with Germany generally scoring the highest
mean scores and Ireland the lowest. However, for each country, a small overall
improvement in self-perceived soft skills was apparent. Yet more evident was the
improved perception of the Learning Programme across each of the three countries
between Trial 1 and 2 based on modifications to the software environment, online
scenario parameters and learning materials. These impacts on soft skills and the S-
Cube e-learning platform were further supported by qualitative data. However, it was
noticeable that comments from the UK and Ireland tended to be more positive than
was the case in Germany. The more mixed views on impact in Germany may result
from the fact that there is a less coherent social enterprise sector in this country.
Some of the benefits arising from the workshop trials related to the sharing of the
training experience with people operating within a common community of practice.
In Germany, the relative absence of such a community to share and engage with
during the trials may have affected participants’ overall perceptions of the experience
and the benefits emerging.
Indicators used to measure the impact of the project on trial participants were
consistent across the trial countries. However, in the case of one group of trial
participants in Ireland, a different approach was adopted. The group concerned
worked within an organisation supporting individuals with learning difficulties
integrate into employment. The surveys were not suitable for many of them to
complete, and therefore, qualitative data was collected through interview format.
This group engaged particularly well with the role play learning scenario within the
154
trials and it was evident that the scenario had helped with some aspects of their
socialisation and confidence to communicate with others in work type settings.
Sustainability at the European Level
The S-Cube Learning Programme has proved to have the capacity to help develop
the soft skills of members of the European social enterprise community as evidenced
by the impact evaluation of the training experience. The successful trialling with
social enterprise stakeholders has helped to validate the S-Cube Learning
Programme and has set it on track to sustain as a reusable resource capable of
training social entrepreneurs to enhance their soft skills. At project close, a total of
two organisations through Plymouth University, five through GeProS, one through
UNINA, and nine through CIT have expressed serious interest in providing training
and education using the Learning Programme. From these organisations, it is
estimated that 215 social enterprise stakeholders could benefit through the Plymouth
partner in the first 12 months following the S-Cube launch. For GeProS the estimate
is 70 persons, UNINA indicated a possible 48 persons, and CIT have more
confidently indicated a possible group of 865 people could benefit from the S-Cube
Learning Programme training.
Future developments for Online Scenario Based Role Play: Where to From
Here?
The cumulative results of the S-Cube project (as well as previous projects using
Eutopia: Proactive and T3) are consistent with the simulation literature and they
stress the value of game-based learning, clarifying that it provides a balance
between conceptual (teaching about) and procedural (teaching how to do)
knowledge (Miglino and Walker, 2010; Sica et al, 2011). In brief, advanced games
technologies (computer games, augmented reality, robotics) could address many of
the limitations of traditional instructional methods; games have the ability to motivate
learning, increase knowledge and skill acquisition and support traditional teaching
methods.
The experimental step leads us to believe that the use of new technologies can also
be applied in formative contexts. Systems thinking literature (Senge, 1990) indicates
the cognitive benefits through having spatial and temporal proximity of stimuli to
155
facilitate learning, the relevance or consistency of the material proposed, the
different ways of transmitting information, and the customisation of dynamic teaching
and learning. Indeed, in a recent review article, Selfton-Green (2006) discussed
different definitions of formal and informal learning linked to the context of learning.
Both trainers and trainees have rules, strategies and learning patterns that differ
according to their age. Therefore, it is crucial to identify strategies for using
technology that will be appropriate and consistent with the target of the intervention,
in order to produce effective teaching or training strategies and be able to stimulate a
real path of ‘active processing of information’. In sum, the findings of the S-Cube
project underline efficacy in the use of virtual games in educational and formative
contexts for soft-skills training in line with the results of studies in previous
educational research contexts (Miglino, Delli Veneri, Di Ferdinando, Benincasa,
2008) and the use of more complex interactive games in training settings.
Conclusion
This chapter has evidenced the recent developments to the S-Cube software
environment and demonstrated the levels of impact that the S-Cube Learning
Programme has leveraged over soft skill development in members of the social
enterprise community, and its future potential as an adaptable and sustainable
learning approach. The S-Cube project, with financial support from the EU Leonardo
Transfer of Innovation fund has delivered a Learning Programme that is informed by
both psychological theory and business practice, which has been validated as a
coherent and well integrated approach to soft skills development for social
entrepreneurs. The modular programme is relevant and engaging and underpinned
by an innovative way of using online, avatar based role play to help develop some of
the key competencies and skills required for those situated within social enterprises
to work successfully in their workplaces.
156
References
Miglino, O., Di Ferdinando, A., Rega, A. & Benincasa, B. (2007) SISINE: Teaching
Negotiation Through A Multiplayer Online Role Playing Game. In D. Remenyi
Ed.) Proceedings of the 6th European Conference On E-Learning. pp. 439-
448. Academic Conferences Limited: Reading.
Miglino, O., Walker, R. (2010) Teaching to teach with technology - a project to
encourage take-up of advanced technology in education. Procedia Social and
Behavioral Sciences. Vol. 2, Issue 2, pp. 2492-2496.
Sefton-Green, J. (2006) Report 7: Literature Review in Informal Learning with
Technology Outside School. WAC Performing Arts and Media College:
Bristol.
Senge M. P. (1990). The Fifth Discipline: The Art and Practice of the Learning
Organization. Doubleday Currency: New York.
Sica, L.S., Nigrelli, M.L., Rega, A. & Miglino, O. (2011) The “teaching to teach with
technology” project: Promoting advanced games technologies in education.
The Future of Education, Conference Proceedings 2013. Vol. 2, pp. 169-173.
Libreriauniversitaria.it Edizioni: Firenze, Italy.