Towards a Work Task Simulation Supporting Training of Work
Design Skills during Qualification-based Learning
Ramona Srbecky
1
, Michael Winterhagen
1
, Benjamin Wallenborn
3
, Matthias Then
3
, Binh Vu
1
,
Wieland Fraas
2
, Jan Dettmers
2
and Matthias Hemmje
1
1
Department of Multimedia and Internet Applications, FernUniversität Hagen, Germany
2
Department of Work and Organizational Psychology, FernUniversität Hagen, Germany
3
Zentrum für Digitalisierung und IT (ZDI), FernUniversität Hagen, Germany
Keywords: QBLM, Qualifications-based Learning, Learning Analytics, Work Task Simulation, Work Design,
Serious/Applied Gaming, ACT-R, Applied Games, Game-based Learning, Simulation-based Learning,
Competence-based Knowledge Space Theory.
Abstract: This paper describes a novel approach towards integrating work task simulation-based training of skills related
to configuring relevant features for work design with the Qualifications-Based Learning Model (QBLM)
approach. To achieve this, nine psychologically relevant work design characteristics from work content,
workflow/organization, and social relations can be manipulated in the simulated work training tasks and their
training context. The concretization of these work design characteristics requires extensive psychological
testing and fine-tuning of the parameters for simulating the respective working conditions. For this purpose,
Kirkpatrick's evaluation model from 1998 will be used. Therefore, the existing approach of QBLM will be
used to develop an Applied Game for a simulation of work tasks. The existing tools and systems for QBLM
will be extended by a QBLM-oriented gaming and learning analytics framework and the approach of QBLM-
based Structural Didactical Templates. Besides the relevant state of the art, the conceptual modelling for the
approach as well as a first set of initial visual prototypes of the system image will be presented following a
user centered design methodology. Furthermore, a cognitive walkthrough of the visual prototype will be
performed to support a first formative evaluation. The paper concludes with a summary and the remaining
challenges of the approach.
1 INTRODUCTION
A central content focus of the study module "Work
and Organizational Psychology," in the bachelor's
degree program in Psychology at the University of
Hagen (FeU) is job design (LG AuO, 2021), which
deals with the effect of work on the working person.
The critical teaching of a theoretical basics of
psychological work design, which is mainly done by
reading and discussing relevant theories and research
results, is unfortunately mostly lacking in the
experience of practical job design training during
these studies. This can only be achieved by
experiencing a simulated training situation and trying
out job design skills as well as experiening the effects
of different forms of job design. Nevertheless, direct
confrontation, one's own experience and trying out
ones own job design skills on the one hand, as well as
intensive reflection on what is experienced during
such a work design simulation is an essential
prerequisite for the acquisition of action
competencies (Kolb, 1984), i.e. job design skills as
they are also demanded within the framework of the
recommendations of the German Psychological
Society for the design of psychology studies (cf.
Erdfelder et al., 2021; Spinath et al., 2018).
According to (Ulich, 2005), the main tasks of
work psychology consist of analysis, evaluation, and
design of work activities and systems according to
defined human criteria. Accordingly, theories and
models are taught in the study of work psychology
that explain and predict the effect of specific
characteristics of work (characteristics of work
content, work processes, or social interactions,
(GDA, 2018)) on people, their work performance,
their motivation, and their health (e.g., action
regulation theory, job demand-control model, JDR
model, effort-reward imbalance, (cf. Lehrbrief Modul
534
Srbecky, R., Winterhagen, M., Wallenborn, B., Then, M., Vu, B., Fraas, W., Dettmers, J. and Hemmje, M.
Towards a Work Task Simulation Supporting Training of Work Design Skills during Qualification-based Learning.
DOI: 10.5220/0011072800003182
In Proceedings of the 14th International Conference on Computer Supported Education (CSEDU 2022) - Volume 2, pages 534-542
ISBN: 978-989-758-562-3; ISSN: 2184-5026
Copyright
c
2022 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
AF A Grundlagen und Arbeitspsychologie: p.66,
p.126f, p.132ff.)). The topic has gained relevance due
to an increased social focus on psychological stress at
work, which has also been reflected in consideration
of the subject in the Occupational Health and Safety
Act. In addition, a growing field of work for (work)
psychologists has emerged in this area.
The primary learning and training objective of the
planned didactic innovation is acquiring
qualifications based on competencies and skills in
work psychology in the sense of analyzing,
evaluating, and designing work tasks according to
defined human criteria (Ulich, 2005). In addition,
going through the corresponding job design
simulation task and the subsequent reflection should
lead to a deeper and better understanding of the
differentiation between structural and behavioral
prevention, which is central in occupational health
psychology, as well as condition-related and person-
related interventions (Lohman-Haislah, 2012).
Through minor adjustments, other learning objectives
can also be focused on (e.g., employees' leadership,
communication organization, and information flow).
Methodological qualifications based on
corresponding competencies and skills are also
developed through a systematic work analysis, which
the students have to carry out following a work task
they have experienced themselves. For example, the
development of digital technologies in the form of so-
called Serious/Applied Gaming (SG/AG) (Marr,
2010) allows the use of computer-based simulations
to enable experiences to complete work task trainings
quasi-virtually, which are typically only possible in
actual practical real-word training activities. These
simulated, i.e., virtual experiences are at least similar
to those in real life and allow the reflection of
unexpected or surprising results.
Several Problem Statements (PS) can be derived
from the objectives and motivation mentioned above.
PS1 is that currently, the Qualifications-Based
Learning Model (QBLM) (Then, 2020; Wallenborn,
2018) cannot support the assessment, i.e.,
measurement and mapping of the learning objectives
and learning successes of the game/simulation
sequences within an integrated Applied Learning
Game (ALG). The Learning Management System
(LMS) used at the FeU is Moodle (Moodle.org,
2021). This LMS already offers digital learning
content at the FUH. Therefore, the already existing
LMS will be used in this work (Srbecky, 2021b). A
didactical structural template supporting QBLM can
used as a starting point to measure the success of
achieving learning objectives regarding competencies
together with the success of training skills on
different proficiency levels in a game-based
simulation and training activity. PS2 is that
professionally relevant action competencies, i.e.
skills at certain professionally relevant proficiency
levels can so far only be acquired in the context of
practical experiences after the theoretical studies.
Still, at this point, there is a lack of appropriate
supervision to reflect on the experiences adequately
and to classify them in the scientific state of
knowledge correctly. Especially the distance study
programme at the FeU (FuH, 2021) is confronted with
special challenges regarding Competence/
Qualification (CQ) orientation (cf. Erdfelder et al.,
2021). In this context, a CQ is a synonym for
competence and qualifications (Then, 2020).
Accordingly, didactic methods must be found and
created here in particular, which allow students to a)
gain experience of different ways of working, b)
enable the independent design of work
characteristics, and c) reflect on these experiences
and their classification in theoretical models already
during their (distance) studies. PS3 is that currently,
it is impossible to assess the gained factual
knowledge, i.e., competencies, and action
knowledge, i.e., professional skills at certain
proficiency levels in a work task simulation regarding
the achievement of a relevant professional action CQ
in the sense of a QBLM-based CQ (Wallenborn,
2018; Then, 2019). The CQs gained through digital
innovation will be recorded and attested, thus
obtaining study evidence. PS4 is that there is
currently no possibility to determine the users' free
text input regarding the fulfilment of the task and the
achievement of a CQ. In the simulation context, the
users have to complete various tasks and orders. For
this purpose, the players in the work task simulation
have to answer messages from potential fellow
players. When answering the messages, it is to be
determined to what extent the answer fulfils the tasks
and orders of the message. PS5 is that the tasks given
in the applied game are static and hardcoded into the
game. To adapt certain tasks, an authoring tool for the
simulation and training tasks for applied games is
needed. Previous publications (Srbecky,
Frangenberg, et al., 2021a, 2021b) stated that in-game
tasks are currently impossible to be modified and
assigned to game scenes and CQs without significant
effort. The PSs mentioned above result in the
following Research Questions (RQs). RQ1: "How
can QBLM-based structural course-patterns be
extended with didactical structural patterns to support
measuring learning objectives and success within the
work simulation?", RQ2: "How can professionally
relevant action competencies be gained during studies
Towards a Work Task Simulation Supporting Training of Work Design Skills during Qualification-based Learning
535
using SG/AG technologies to simulate practical
training and work experience?", RQ3: "How can the
factual domain knowledge and action-oriented
professional skills on different proficiency levels be
measured during the simulation, based on the
learners’ behaviour during the theoretical learning
and practical training, to assess whether the learners
have achieved certain CQs?", RQ4: "Can an
algorithm be implemented which automatically
analyses the free texts entered from the players during
reflection of their experience regarding the fulfilment
of orders and the corresponding tasks?", and RQ5:
"Can an authoring environment for tasks in a applied
game be developed with which it is possible to create,
edit, and map training tasks to certain task simulation
game scenes and corresponding CQs?"
Based on the research methodology of [Ncp90],
the following Research Objectives (ROs) were
derived from the RQs. RO1 is assigned to the
Observation Phase (OP). This phase identifies a
suitable CQ model to map the learning outcomes to
QBLM CQs. Also, suitable systems and tools are
identified. RO2 is assigned to the Theory Building
Phase (TBP). A concept is designed that shows what
system components and interfaces are needed. The
System Development Phase (SDP) moves the concept
into a prototype and is assigned to RO3. The result of
the SDP is evaluated in the Evaluation Phase (EP) in
the context of a Cognitive Walkthrough (CW)
(Wilson, 2013). Finally, the EP is assigned to RO4. In
this phase, all RQs are evaluated.
The remainder of this paper is structured
according to the ROs. This means that in the State-of-
the-Art section, the OP is described. In the
Conceptual Design section, the TBP is described, and
the SDP phase is presented in this paper in the Proof-
of-Concept implementation section. Finally, in the
Evaluation section, the EP is presented. Finally, the
paper concludes with a summary and indications of
future developments.
2 STATE OF THE ART
The previous section has already mentioned some
research projects and software systems related to the
research goals. In the following, the most important
are described in more detail.
Different approaches to simulation work tasks
exist in work psychological experimental studies.
Here, isolated single work tasks are simulated (e.g.,
the simulation of a computer store with the task of
assembling ordered hardware packages within a
certain cost; Hertel et al., 2003). Building on the job
demand-control model (Karasek, 1979),
systematically defined task characteristics (time
pressure, scope of action) are manipulated, and the
effect is tested (Häusser et al. 2011). Although the
described simulation works well in laboratory
settings, more complex, lifelike work tasks are
needed for (online) teaching, both to keep motivation
high among students and to demonstrate more
complex features of job design and at least to better
reflect the central features of job design (GDA, 2018)
at work.
Developing the planned digital teaching
innovation can rely on extensive previous experience
and pre-existing tools and methods of the department
Multimedia and Internet Applications (MMIA) of the
FeU (LG MMIA, 2021), both conceptually
didactically and regarding the technical
implementation. The department MMIA has already
applied game environments and simulation and
training environments, which have been developed in
the projects Realising an Applied Gaming Eco-
system (RAGE) (European Commission, 2020) and
Immerse2Learn (Immerse2Learn, 2021). In the
Immerse2Learn project (Immerse2Learn, 2021), the
game environments were used to integrate simulation
and training environments for vocational and
industrial training applications into a Moodle LMS
(Moodle.org, 2021). Tools were also developed in the
project RAGE to integrate the planned applied game
environment with the Moodle environment. In
addition, the RAGE project created a course authoring
environment (Course Authoring Toolkit, CAT)
(Wallenborn, 2018). The CAT can be used to provide
instruction to participants in the form of a course. This
uses the QBLM approach (Wallenborn, 2018; Then,
2019), which allows learning environments to be
designed dynamically so that learners' prior knowledge
can be addressed, as it supports both a CQ-Profile
(CQP) for the learners and a CQP for the instructional
materials (Then, 2020). This would be used mainly in
the instruction for task simulation. The participants are
prepared and instructed individually for the task, e.g.,
by separately training and coaching the divergent
working tools and contexts.
Furthermore, a pattern-based course-author
support approach based on course patterns and
Didactical Structural Templates was elaborated in
Immerse2Learn. This means that basic patterns of
courses or also basic patterns of didactical structures
within courses and applied games can be offered to
course authors and game developers (Winterhagen,
Heutelbeck, et al., 2020; Winterhagen, Hoang,
Lersch, et al., 2020; Winterhagen, Hoang,
Wallenborn, et al., 2020; Winterhagen, Salman, et al.,
CSEDU 2022 - 14th International Conference on Computer Supported Education
536
2020; Hoang 2020; Lersch 2020). This mechanism
will allow instructors to design and integrate the
course environments and work simulation
environments based on course patterns and Didactical
Structural Templates within the present project.
In recent years the research interest in Learning
Analytics has increased (Wagner, 2012). As shown in
(Freire, 2016) one of the most widely used and
precise descriptions of Learning Analytics is the
definition from the first Learning and Knowledge
(LAK) Conference in 2011: "Learning Analytics is
the measurement, collection, analysis, and reporting
of data about learners and their contexts, for purposes
of understanding and optimizing learning and the
environments in which it occurs" (SoLAR, 2011).
Based on the given definition and the recommended
combination of Adaptive Control of Thought-
Rational (ACT-R) theory (Anderson, 2000) and
Competence-based Knowledge Space Theory
(CbKST) (Albert, 1999) from (Albert, 2007) will
build the foundation for the design of a framework
(Greching, 2010) for Learning Analytics at the
MMIA department. This framework will automate
the measurement and mapping of learners' outcomes
to CQs (Srbecky, Frangenberg, et al., 2021a, 2021b;
Srbecky, Krapf, et al., 2021a, 2021b; Srbecky, Then,
et al., 2021). Based on the definition of Learning
Analytics from (SoLAR, 2011), the Learning
Analytics mechanism will measure learners' follow-
up/simulated training success and map it to training
outcomes and corresponding qualifications in terms
of factual knowledge (competencies) and action
knowledge (skills and proficiency levels) on the topic
area of job design. The factual knowledge and action
knowledge refer to the definitions of declarative and
procedural knowledge of the ACT-R theory
(Anderson, 2000). Action knowledge refers to the
procedural knowledge that indicates how something
should be executed. This is the knowledge about the
appropriate execution of an action (Schönpflug,
2008). The factual knowledge refers to the declarative
knowledge of the ACT-R theory (Urhahne, 2019). To
accomplish a task or problem, an interplay of both
bits of knowledge is needed (Albert, 2007).
As shown in (Freire, 2016), an extension of
Gaming Analytics with Learning Analytics leads to a
better understanding of the actual learning of the
players (Freire, 2016). In this context, Gaming
Analytics refers to the definition of (Seif El-Nasr et
al. 2013). "Gaming analytics is the application of
analytics to game development and research. The
goal of game analytics is to support decision making,
at operational, tactical and strategic levels and within
all levels of organization - design, art, programming,
marketing, user research, etc." (Seif El-Nasr et al.
2013). Various data can be collected in the context of
gaming analytics. According to (Freire, 2016), this
data can be divided into the two categories of
technical data of a game and user and experience data
of a game. The technical data (Freire, 2016) mentions
data as the code itself, or the bugs reported. Also, data
about the memory usage or system performance are
covered by the term of technical data according to
(Freire, 2016). The user and experience data can be
more preciously described as the game metrics (Freire,
2016). According to (Seif El-Nasr et al. 2013), game
metrics "are quantitative measures of attributes of
objects." (Seif El-Nasr et al. 2013) according to (Seif
El-Nasr et al. 2013), the raw players' behavior data
tracked in the game can be transformed into the game
metrics such as "total playtime or daily active users"
(Seif El-Nasr et al. 2013).
For the combination of Gaming Analytics and
Learning Analytics, the so-called Game Learning
Analytics (Freire, 2016) therefore suggests that "the
educational goals of Learning Analytics and the tools
and technologies from Game Analytics should be
combined" (Freire, 2016). In terms of this paper, the
procedural knowledge should be measured and
evaluated using Gaming Analytics. Learning Analytics
should be combined with the outcomes and results of
Gaming Analytics to analyze declarative knowledge.
This is exactly where the planned digital teaching
innovation comes in. Building on existing task
simulations, a complex, generalizable work task
context that is relevant to many domains of work is to
be simulated. This is to be achieved digitally within an
AG environment that enables students to experience
and reflect on content-related, organization-related,
workflow-related, and social features of job design.
They should be enabled to reflect their experiences for
themselves after completing the simulated training
tasks in a playful manner. This reflection should also
enable them to develop work new design configuration
proposals, to test their own design variants and to
analyze the respective effects. The digital task
simulation will be based on the idea of the pre-existing
"computer store task" (Hertel et al., 2003) but
integrated into a social context and extended to include
interaction with colleagues and later superiors.
Furthermore, the task simulation is to be supplemented
by additional tasks like research tasks, processing of
colleague inquiries, and made more realistic through
additional complexity. In addition to the processing of
customer orders, inquiries from supposedly
cooperating colleagues are to be considered, and thus a
complex structure of target work context criteria is to
be achieved.
Towards a Work Task Simulation Supporting Training of Work Design Skills during Qualification-based Learning
537
Figure 1: Use cases for the system.
3 CONCEPTUAL DESIGN
In the following section, the technical and didactical
concepts of our approach will be derived.
3.1 Overall Technical Concept and Use
Cases
In the following section, the use cases for the system
(see figure 1) will be described and explained. To
create the course, at first, a so-called Didactical
Structural Template (DST) has to be created. This
new DST will be implemented by means of a course
or a course template, which can be edited with the
CAT. To support this approach in a QBLM-based
way, a QBLM-capable course pattern is used, which
first converts the learning contents into course units.
Within the corresponding Moodle course checks to
what extent the learning contents have been
understood, i.e., to what extent the prerequisites for
participation in the actual work simulation have been
met. This can, e.g., be achieved through self-testing
tasks in the form of automated QBLM assessment
functions (pre-testing). These initial basic QBLM
CQs can then already be stored in the students' QBLM
CQP with the help of the QBLM approach and the
initial CQs can afterwards be used for later progress
evaluation. Classically, the assessments could also be
carried out through a Moodle learning quiz (Moodle
docs, 2021).
Before playing the applied game, the teachers, as
shown in figure 1, need to create the work simulation
tasks and their specific job design parameter
configuration in an authoring tool for applied games.
Here the teachers need to be enabled to create the
tasks for the applied game and map the tasks to the
game scenes including the respective job design
parameter configuration. Also, the CQs from the CQ
framework should be mapped to the tasks. Finally, an
export function for exporting the tasks and the
corresponding mapping should be created. This
functionality will be needed to analyze the
achievement of the CQs. Finally, the game scenes
files' import and export functionality are needed to
map the tasks to the applied game scenes.
Once the students have acquired the relevant
theoretical knowledge with the study manuals, they
can start playing the work task simulation to
experience the effects of their work design and
corresponding parameter configuration by
themselves. Afterwards, students can re-start the
actual ALG at any time in the sense of an additional
training "exercise" or training task "submission".
Within this automated ALG, a QBLM-based
Didactical Structural Template needs to be used,
which extends the QBLM course pattern of the
Moodle course by measuring the learning objectives
and learning successes of the game/simulation
sequences within the ALG. In particular, the active
parts of the ALG (reflection of the professional job
CSEDU 2022 - 14th International Conference on Computer Supported Education
538
design, systematic work analyses, and generation of
alternative work design configuration solutions) can
be used as the "exercise outcome". This result is
automatically reported back to the Moodle system so
that it can automatically decide whether the
"exercise/final task" has been passed and can be
continued in the course, or the "exercise/final task"
needs to be repeated to achieve a different/better
outcome. As a prerequisite for the analysis of the data,
a CQ framework has to be defined and maintained in
the CAT. After this, appropriate measurement values
for the game metrics have to be defined and
implemented for the game. The gained factual
knowledge should be evaluated with the help of the
game metrics and gaming analytics. Potential metrics
can be the number of processed customer requests,
duration of processing a request, number of words,
etc. The metrics will be defined and explained in
more detail in later publications. The analytics
components from the RAGE project (European
Commission, 2020) will be used and further
evaluated to measure the game metrics. To measure
the game metrics for the fulfillment of customer
requests, an algorithm needs to be implemented that
can analyze the free text answers based on sample
solutions. After the game is played, players have to
reflect on the measured game metrics. Here, the
action knowledge is measured using learning
analytics. The players need to explain how their
results came about by applying the theoretical
knowledge they gained before playing the applied
game. Those answers are free-text answers. Those
answers should be analyzed automatically regarding
the achievement of CQs. If the CQ has been achieved,
it should then be transferred to the CQP and entered.
3.2 Didactical Elements
A central element of the planned learning game is the
students' own experience of well and poorly designed
work tasks in terms of the specific manifestation of
psychologically relevant work characteristics (e.g.,
psychological stress). For this purpose, the students
will process one or more specifically designed work
tasks which are digitally simulated. Psychological
stresses, such as interruptions, time pressure,
variability, or social support, are systematically
varied, and their effects are thus made tangible.
Furthermore, the reflection of the own experience and
the effect of the processed work tasks, the reflection
of causes (person-related and condition-related), and
the independent generation and testing of design
solutions are promoted by targeted open questions.
These questions are to be answered utilizing the
previously gained theoretical knowledge. For this
purpose, the measured values are to be explained
based on theoretical knowledge. Finally, the students
can experience the exact effect of the different design
solutions regarding work performance, motivation,
and stress based on their own work example and
receive processed feedback.
In the end, an explanation of the overall process
is provided for all simulation elements. It explains
how specific psychological stresses manifested
themselves in concrete terms in the simulated work
situation and what alternative concrete designs would
have been possible. In this way, the understanding is
sharpened that the design of working conditions is not
unchangeable, but that there is almost always scope
for design, which must be found in the practice of job
design (e.g., in risk assessment). In addition to the
pure recording of the characteristics of specific work
features, the students also have to reflect and evaluate
the results and independently develop suggestions for
improvement. Psychologically relevant task features
(e.g., time pressure, work interruptions, information
overload, social support, feedback, task variability)
can be systematically manipulated from the outside.
After the processing, the feedback of the results, the
own reflection of individual and condition causes for
specific results, and the debriefing with a systematic
analysis of the work situation and the independent
derivation of solution suggestions for a better work
design takes place.
4 IMPLEMENTATION
The previously mentioned software components and
systems are used and extended to realize the
conceptual design. The basic gameplay and the
corresponding mock-ups for the graphical user
interfaces are shown below. Future publications will
describe the detailed realization of the software
components and interfaces in more detail.
The simulated task is a typical processing task in
which customer inquiries are fulfilled to the fullest
possible satisfaction by transforming the
requirements described in the customer's inquiry into
concrete offers. The inquiry, e.g., requests for a
hardware package, consists of content like a
computer, monitor, printer with specific
requirements, price ideas, and time specifications for
delivery times. To process the request and create a
suitable offer, the players must research certain
information. For this purpose, first research relevant
information in a file directory with lists and
Towards a Work Task Simulation Supporting Training of Work Design Skills during Qualification-based Learning
539
descriptions for an offer, and second ask specialized
colleagues for specific information.
In addition to creating their own offer, the players
have to answer parallel inquiries from colleagues who
are supposed teammates with the same tasks about
information only available to the players. The
supposed colleagues need to process their customer
orders. The goal is to process as many orders as
possible, to achieve a high level of customer
satisfaction by fulfilling the requirements as best as
possible, and to achieve a high level of colleague
satisfaction by processing the corresponding requests
quickly. For processing, the players have a desktop
with the following basic tools at their disposal. An
Email program for receiving customer inquiries and
sending offers. A Messenger/Chat tool for
communication with colleagues. Further, a File
Explorer/virtual library with information on various
products will be implemented and an editor to create
offers.
To ensure sufficient qualification and the same
starting point of the players for the actual task
simulation, the players are first familiarized with the
operation of the basic tools and then trained in the
processing of the actual work tasks of the work
simulation environment in a more comprehensive
tutorial. This is followed by a pre-testing, in which
the skills in the operation of the basic tools and the
actual processing of the task are tested. In addition,
the current stress level, fatigue, is recorded to
determine the starting point for determining the stress
level. The start screen of the applied game
environment of the work simulation, contains the
virtual desktop with the basic tools email program,
messenger, virtual library, and editor, as well as a
clock combined with info panel (number of processed
orders, number of waiting customer orders, colleague
requests, etc.). New customer requests can be read by
opening the email program, and their processing can
be started. For processing, information searches in the
virtual library and inquiries to colleagues via
messenger are necessary. Based on all the
information obtained in this way, an offer as suitable
as possible can then be created in the editor and sent
to the customer. At the same time as the players are
processing their own customer orders, inquiries from
colleagues who need information for processing their
customer inquiries are sent via messenger. The player
has to answer these requests by obtaining the desired
information in the virtual library and sending it to
colleagues. During the game phase of about 45
minutes, customer orders and requests from
colleagues arrive at different times and must be
processed as quickly as possible and by the
requirements. The actual work task should basically
be feasible without any stress. Nevertheless, task
performance is influenced by several systematically
variable work characteristics like psychological
stresses, which thus determine either positively or
negatively the effect of the work task on the players.
Finally, the characteristics of the tasks presented here
are initially set at random and can later be
systematically varied by the players.
After completing the task simulation, the players
have to fill out a short questionnaire on misuse
(fatigue) and motivation (work engagement). This is
followed by feedback on the results regarding work
performance (number of orders processed, customer
satisfaction, colleague satisfaction) as bar charts with
comparison bars (norm values) and regarding stress
(comparison to the baseline before the task) and
motivation. Reflection on one's own results, one's
own experience, the effects of the work task, and
reflection on the causes for certain results (person-
related and condition-related) is done by answering
specific open questions in a text field.
5 EVALUATIONS
Before implementing the system, an evaluation in the
form of a CW of the visual mock-ups will be
performed.
In the form of a CW (Wilson, 2013), an initial
evaluation of the Proof-of-Concept implementation
will be accomplished by domain experts in the field
of education in Computer Science. The evaluation's
primary goal is to estimate the productive capacity of
the implementation and orientate future development.
In addition, nine psychologically relevant work
characteristics from work content, workflow/
organization, and social relations can be manipulated
in the task. The concretization of these changes
requires extensive psychological testing and fine-
tuning of the parameters for simulating the working
conditions, e.g., feature "work interruptions": How
many work interruptions must there be for the agents
to speak of "high intensity of work interruptions".
This requires some testing with subsequent
evaluation and adjustments of the task simulation
regarding the effect of the task features.
Nevertheless, even more critical are the tests of
the actual effectiveness of the task simulation
regarding the learning objectives. For this purpose,
following the evaluation model of (Kirkpatrick,
1998), an evaluation is carried out on 3 of 4 levels:
The participants' reactions will be evaluated with
a short questionnaire about the simulation experience
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540
at the first level. The students should answer the
following questions: How do students experience the
task? Was the simulation interesting and stimulating?
Do you think you learned something important? In
the second level, the so-called learning level, a
knowledge test on job design with a randomized wait-
control group will be designed. Therefore, students
will be randomly selected as participants of the
control group and later compared against the other
students. At the third level, the behaviour level, a
transfer test will assess typically applied job design
and job analysis problems and assess work analysis
tools. The 4th level in Kirkpatrick's evaluation
scheme (outcomes), e.g., better grades in the final
exam or later career success, is not possible for both
ethical and practical reasons (no control group, no
access to students after the end of the study, as well
as contamination of the target criteria by numerous
other factors). In addition to the effectiveness
evaluation, a formative evaluation will take place via
a qualitative approach (guideline-based interviews
with participants) to optimize individual elements of
the task simulation.
6 CONCLUSIONS
This paper introduces a novel approach to a work task
simulation considering relevant features for job
design and the QBLM approach. Future work
includes the implementation and evaluation of the
described systems. Also, algorithms and concepts for
assessing the CQs based on the learning game
outcomes and the behaviour of the learners in the
game will be designed, implemented, and evaluated.
Furthermore, a literature review and evaluations for
RQ5 need to be performed. Also, further evaluations
regarding the usage of RAGE Analytics as the
Analytics Engine will be performed. This involves
checking whether RAGE Analytics provides all the
necessary functionalities for the tasks required. The
remaining challenges are the development,
integration, and evaluation of the components and
systems into the tool landscape of FeU for productive
usage. Since today QBLM-based approaches are only
integrated into a development and research
environment. In addition, the analytics framework
and tools need to be developed and integrated.
Finally, the approach of the didactical structural
templates needs to be integrated and evaluated.
Therefore, the Applied Game needs to be
implemented and evaluated.
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