L2C - Learning to Collaborate
L2C generated a framework for the effective development of collaboration competencies, and for the design of new generation interactive and experiential simulation games.
- Strategic objective: Technology-enhanced Learning
- Project type: Specific targeted research project (STREP)
- Start date: 1 March 2006
- Duration: 24 months
- EU funding: 2 000 000
- Number of partners: 13
- Project coordinator: INSEAD/Centre for Advanced Learning Technologies (CALT), Fontainebleau, France
- Contact: Prof. Dr. Albert A. Angehrn
Rationale and focus of research
Effective collaboration dynamics are at the core of learning, knowledge exchange and innovation processes. Nevertheless, in todays global environment, a large number of collaboration initiatives fail to deliver the value expected, as complexity is enhanced by the diversity and the distributed nature of the people, groups, and knowledge sources and by the knowledge integration processes involved.
In this context, the effective development of collaboration dynamics is not something happening inside organisations but rather at the intersection of organisations with individuals, group interactions and network dynamics (e. g. influence networks affecting the diffusion of attitudes in a group), and organisational contexts and dynamics (e. g. specific cultures reflecting a given industry) within which they operate.
Out of that perspective has emerged the need for new types of effective technology-enhanced approaches to experiential learning: simulation- and game-based learning experiences based on dynamic models of human behaviour in different contexts, in which learners are given realistic 'missions' requiring them to collaborate with other learners or come in touch with and influence the behaviour of simulated characters.
This focus was at the core of the research and development work undertaken in the L2C project which aimed at specifically addressing and significantly advancing the state of the art (both theory and practice) in two relevant areas:
- Technology-enhanced learning of collaboration dynamics and competencies development;
- Design of advanced simulations based on models of human behavior in different organisational contexts.
L2C has been coordinated by INSEAD's Centre for Advanced Learning Technologies (CALT), in collaboration with academic and industrial partners whose names include large corporations such as Isvor Fiat or UniCredit.
Results
In terms of concrete outputs, the L2C project has developed:
- A dynamic online Knowledge Base for capturing the knowledge in the area of collaboration dynamics and related academic disciplines (from motivational psychology, organisational culture, holistic theories of creativity and the social network theory to distributed, technology-enhanced team dynamics, knowledge management, and innovation diffusion studies) combined with best practices and experiences from a number of industry sectors;
- A Virtual Learning Community contributing to the advancement of knowledge in collaboration dynamics and technologies (theory, practice and learning dimensions), and the development of interdisciplinary exchanges including knowledge creation and collaboration;
- An Innovative Framework addressing the effective development of collaboration competencies and targeting the design of effective technology-enhanced learning solutions based on Advanced Organisational Simulation Games (based on computer-enhanced collaborative and experiential learning models and simulation games design principles);
- A set of widely deployable, advanced, interactive and experiential Advanced Organisational Simulation Games guaranteeing the effective understanding and internalisation of (1) cognitive, motivational and attitudinal factors driving collaborations, (2) complexity of knowledge integration processes and distributed, ICT-supported teamwork, and (3) management competencies determining the success or failure of collaboration dynamics in diverse and distributed contexts.
- An Online Workshop Tool to support real-time collaboration and collect users insights in real-time to take advantage of participants immediate feedback during the simulation game workshops.