Utilizing Virtual Worlds for Training Professionals: The Case of Soft Skills Training of Smart City Engineers and Technicians
Abstract
:1. Introduction
2. Related Work
3. Materials and Methods
3.1. Educational Approach
3.1.1. The Learning Content and the Design of the Educational Environment
- Hard skills vs. soft skills;
- Effective communication and active listening;
- Teamwork and collaboration;
- Critical thinking and decision making;
- Leadership and management;
- Managing through change.
- To realize the level to which soft skills are important contributions to their professional and personal development in general.
- To identify the importance of cultivating their interpersonal communication skills.
- To recognize the importance of teamwork and collaboration for achieving better results/reaching the goals set within the team.
- To cultivate their critical thinking skills, enhancing their creativity as well, by pushing them to think out of the box in order to overcome possible obstacles.
- To learn how to motivate others and act with empathy, recognizing the significance of EQ.
- To learn how to be adaptive, flexible and resilient to changes.
3.1.2. The Assessment Strategy
- The learning should derive from various learning sources, in the sense that learning occurs from interaction with a wide variety of informal and formal knowledge sources.
- The learning should engage the whole person, contributing to the person’s development through the reinforcement of the person’s cognitive, conative, and affective domains of learning.
- The learning should be promoted (along with self-direction) through feedback, which in turn leads to the learner’s active involvement not only in learning but also in the assessment processes, assisting the learning process.
- The learning should occur in context, which in turn leads to having an impact on the broader environment of learners, like work, family, and community.
- The learning should deploy experiences that accommodate different learning styles that are founded upon different life experiences and educational backgrounds.
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- Validity, involving the precision of an assessment, focusing on whether it appropriately serves its intended purpose and measures the designated learning outcomes.
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- Transparency, requiring that tasks are clear, comprehensible, and manageable for those who need to complete them.
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- Reliability, implying that the assessment tool or method consistently gauges a learner’s performance, yielding the same results upon repetition.
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- Fairness, ensuring that all learners have equal opportunities to showcase the knowledge, skills, and competencies being evaluated.
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- Feasibility, assessing whether the designed assessment can be practically administered.
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- Authenticity, ensuring that the assessment aligns with learners’ knowledge, skills, and competencies, allowing performance evaluation in real-world contexts.
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- Effectivity, indicating that the assessment method should stimulate the desired learning behaviors among learners.
3.1.3. The Training Scenarios
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- In terms of knowledge, the learners will explain the importance of soft skills for their professional and personal development.
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- In terms of skills, the learners will be able to discern hard from soft skills and identify pathways for their development.
- A ppt #1 is presented about the differences between soft and hard skills
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- In terms of knowledge, the learners will identify the various forms of communication and principles of effective communication and negotiation.
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- In terms of skills, the learners will be able to communicate with clarity and conviction and tailor their communication strategy according to the specificities of each context.
- Presentation of PPT#2 Active listening
“One of the learners is student A and another one is student B.Student A (speaker) will share something with student B related to his/her job that is passionate aboutStudent B (listener) will do everything impossible to ignore the speaker.Take 90 s to do soWhat were the feelings of both students?Then change the roles, student C will be the speaker and Student D will be the listener.The listener should listen to the story of the speaker like it is the most wonderful amazing thing he/she have ever heard in his/her jobTake 90 s to do so What are your thoughts and feelings at the second time?”
- PPT#3 Barriers to effective communication
- PPT#4 intercultural communication is presented
- Video #2: How to improve our communication skills is presented
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- In terms of knowledge, the learners will present the basic principles and advantages of collaboration and teamwork.
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- In terms of skills, the learners will be able to create effective, flexible and resilient teams by motivating the team members and handling common conflicts that arise within teams.
- Presentation of PPT#5 teamwork and collaboration
- Presentation of PPT#6 Conflict resolution
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- In terms of knowledge, the learners will recognize principles, phases and tools of decision making and creative problem-solving procedures.
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- In terms of skills, the learners will be able to gather information about a problem, identify and analyze problems and use techniques in order to come up with a decision.
- Presentation of PPT#1 Design Thinking
“Try to apply the rational decision-making process in the cases of:(a) buying new software for measuring the GSG emissions in your smart city and(b) choosing what to eat for lunch.How did you apply the process in each case?Did you have to follow all the steps in both of them?”
- Video #1 creative problem solving
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- In terms of knowledge, the learners will differentiate between management and leadership and the importance of EQ and motivation.
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- In terms of skills, the learners will be able to provide examples of how to build and sustain trustful relationships with colleagues and supervisors through responsible leadership.
- PPT # 2 difference between leader and manager
- Video #2 Leaders or managers
- PPT#3 leadership and EQ
“Think of two managers/leaders/supervisors in your working environment, who represent two different “schools of leadership”. The first one represents a leader with high levels of EQ and the second one, a strong personality with high levels of IQ but clearly perceived low levels of EQ.What were the relationships of each one with their subordinates and/or various key stakeholders? What was the climate in the working environment? Were their workers motivated and committed? After answering the abovementioned questions, please reflect the extent to which EQ or its absence in leadership signifies a Smart cities’ project success.”To sum up about leadership, the trainer asks learners what characteristics and skills they believe that effective leaders should possess.
- PPT#4 key characteristics of effective leaders
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- In terms of knowledge, the learners will describe the factors that lead to changes and the skills that need to be developed to successfully tackle them.
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- In terms of skills, the learners will be able to provide an example of changes occurring in their professional life and prepare a list with actions undertaken that will help them to adapt to the aforementioned changes.
- PPT # 5 Internal and External Factors that lead to Change
- Video#3 The difference between innovation and change
- Video #4 “How to survive change at work”
3.2. The VW Platform Design and Implementation
3.2.1. VW Technologies
3.2.2. The VW Platform
3.2.3. The VW for Soft Skills
4. Results and Discussion
4.1. Quantitave Assessment
4.2. Qualitative Results
- The learners showed enthusiasm about the environment. However, pre-preparation through demo is mandatory to avoid any inability to navigate themselves effectively in the VW.
- The trainer must be capable of navigating in the VW and having digital skills to manage/schedule training sessions.
- The trainer needs to have advanced communication skills to engage the learners and keep them motivated, especially since, although the training is carried out through synchronous learning, learners are represented through avatars, thus enabling them to pretend or to behave differently than themselves in the real world or within traditional educational settings.
- The course is designed to promote interaction among learners. However, if they are not active, they could fall behind as a result. Again, the trainer should find additional ways to stimulate the learner’s engagement, which has a higher level of difficulty since learners may be “hiding” behind their avatar’s identity.
- The fact that each theme was to be presented in a different spot within the VW has proved to be really demanding, not only for the trainer but also for the learners, since some of them lacked confidence in navigating effectively between the different spots in the VW.
- From a technical aspect, there were challenges mostly related to the equipment needed by the learners to properly attend the training. Some learners could not activate their microphones, whilst some others had issues with the sound. Although the design team had proceeded with modifications in the settings (like adding a button for muting and unmuting learners, or the possibility to make the trainers’ place in the VW visible by all), this cannot ensure effective and proper attendance in the VWs by the learners.
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Study | Study Objectives | Methodologies | Target Audiences | Outcomes |
---|---|---|---|---|
[18] | Examine impact of immersive and gamified learning on entrepreneurial skills. | Experimental study with game-based VR learning. | Students learning entrepreneurship. | Improved entrepreneurial understanding, higher motivation, positive attitudes. |
[19] | Study role of VR in entrepreneurship education and its effect on emotional intelligence (EI). | Quasi-experimental approach comparing VR and traditional instruction. | Students in entrepreneurship training programs. | Higher EI scores in VR group, enhanced engagement and experiential learning. |
[20] | Explore VR in environmental education and its influence on sustainable behavior. | Experimental study on VR/AR impact on environmental awareness. | Learners in environmental education programs. | Increased environmental awareness, empowered sustainable behavior. |
[21] | Investigate AR-based gamified app to promote green innovation and sustainability learning. | Design and evaluation of AR mobile app using pre- and post-surveys. | Students engaging in sustainability and green innovation learning. | Improved sustainability knowledge, enhanced engagement via gamification. |
[22] | Scoping review on VR use for clinical and soft skills development in medical education. | Scoping review of VR applications in medical education. | Undergraduate medical students. | Promising VR potential for soft skills, need for more research on long-term impact. |
[23] | Literature review on VR-based soft skills training in professional education. | Literature review of 33 VR-based soft skills training studies. | Professionals undergoing soft skills training. | VR improves communication, teamwork, self-efficacy; need for further research. |
[24] | Test effectiveness of immersive vs. non-immersive soft skills training in metaverse. | Quasi-experimental study comparing VR headset vs. desktop training. | Employees receiving empathic communication training. | High competence and satisfaction in both groups; immersion alone not decisive. |
[25] | Develop autonomous framework for BIPV deployment using digital tools and cost analysis. | UAV data collection, deep learning-based 3D modeling, Grasshopper life cycle cost analysis. | Urban building designers, sustainability planners. | Effective BIPV deployment strategies supporting profit maximization and energy optimization for smart, low-carbon cities. |
Characteristic | OpenSim | Unity | Second Life |
---|---|---|---|
Type of Platform | Open-source VW platform | Game engine and development platform | Persistent VW platform |
Ease of Use | Moderate | Moderate | Moderate |
Content Creation | Supports custom scripts, assets, and modular components | Advanced content creation, third-party plugins (asset store) and easy integration with external APIs through NET (C#). | Supports custom scripts, assets, and modular components |
Graphic quality | Good graphics quality, low rendering capabilities | Excellent graphics quality with advanced options | Good quality of graphics |
Immersive Capabilities | Moderate | High | Moderate |
User Collaboration | Excellent | Excellent | Excellent |
Multimedia Integration | High | High | High |
Frequency | Percentage | ||
---|---|---|---|
Gender | Male | 22 | 81.5% |
Female | 5 | 18.5% | |
I prefer not to say | - | - | |
Age | Under 19 | 14 | 51.9% |
20–39 | 10 | 37.0% | |
40–64 | 3 | 11.1% | |
Over 65 | - | - | |
Professional state | University student | 2 | 7.4% |
Vet student | 21 | 77.8% | |
Employed professional | 4 | 14.8% | |
Unemployed professional | - | ||
Country | Bulgaria | 1 | 3.7% |
Greece | 5 | 18.5% | |
Italy | 10 | 37.0% | |
Spain | 11 | 40.7% |
Question | 1 | 2 | 3 | 4 | 5 | Mean | SD |
---|---|---|---|---|---|---|---|
How well are the courses of the curriculum organized and structured for effective learning? (1: not at all, 5: fully) | 3.7% | 14.8% | 37% | 44.4% | 4.22 | 0.85 | |
Rate the overall quality of online training in the VW (1: very bad, 5: very good) | 11.1% | 11.1% | 44.4% | 33.3% | 4 | 0.96 | |
How would you rate the pace of the training program? (1: too slow, 5: too fast) | 7.4% | 66.7% | 25.9% | 3.19 | 0.56 | ||
How familiar were you with VWs before taking this training program? (1: not familiar at all, 5: very familiar) | 7% | 14.8% | 18.5% | 29.6% | 29.6% | 3.59 | 1.28 |
Please rate the instructor’s knowledge and expertise in VWs. (1: poor, 5: excellent) | 3.7% | 11.1% | 85.2% | 4.81 | 0.48 | ||
How would you rate the support and resources provided during the online training? (1: inadequate, 5: excellent) | 22.2% | 14.8% | 63% | 4.41 | 0.84 | ||
Did the training help you to build your soft skills? (1: Not at all, 5: Absolutely) | 20% | 33.3% | 46.7% | 4.3 | 0.78 | ||
Would you recommend this training program to others? (1: Not at all, 5: Absolutely) | 3.7% | 3.7% | 11.1% | 37% | 44.5% | 4.15 | 1.03 |
Hypothesis | Statement | Result | Decision | Interpretation |
---|---|---|---|---|
H₀₁ | No correlation between curriculum organization and overall training quality. | r = 0.80, p < 0.001 | Reject H₀₁ | Strong, significant positive correlation. |
H₀₂ | No correlation between curriculum organization and training pace. | r = 0.43, p = 0.0244 | Reject H₀₂ | Moderate, significant positive correlation. |
H₀₃ | No correlation between curriculum organization and familiarity with VWs. | r = 0.23, p = 0.2511 | Fail to reject H₀₃ | No significant correlation. |
H₀₄ | No correlation between curriculum organization and instructor expertise. | r = 0.39, p = 0.0467 | Reject H₀₄ | Moderate, statistically significant correlation. |
H₀₅ | No correlation between curriculum organization and quality of support/resources. | r = 0.68, p < 0.001 | Reject H₀₅ | Strong, significant positive correlation. |
Hypothesis | Groups Compared | Result | p-Value | Conclusion |
---|---|---|---|---|
H₀₆ | Students vs. Professionals | t ≈ −2.08 | p = 0.0576 | Fail to reject (trend noted) |
H₀₇ | Males vs. Females | Not computed | Insufficient data | Test invalid |
H₀₈ | High vs. Low Familiarity | t ≈ −0.22 | p = 0.8278 | Fail to reject |
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Share and Cite
Rigou, M.; Gkamas, V.; Perikos, I.; Kovas, K.; Kontodiakou, P. Utilizing Virtual Worlds for Training Professionals: The Case of Soft Skills Training of Smart City Engineers and Technicians. Computers 2025, 14, 206. https://doi.org/10.3390/computers14060206
Rigou M, Gkamas V, Perikos I, Kovas K, Kontodiakou P. Utilizing Virtual Worlds for Training Professionals: The Case of Soft Skills Training of Smart City Engineers and Technicians. Computers. 2025; 14(6):206. https://doi.org/10.3390/computers14060206
Chicago/Turabian StyleRigou, Maria, Vasileios Gkamas, Isidoros Perikos, Konstantinos Kovas, and Polyxeni Kontodiakou. 2025. "Utilizing Virtual Worlds for Training Professionals: The Case of Soft Skills Training of Smart City Engineers and Technicians" Computers 14, no. 6: 206. https://doi.org/10.3390/computers14060206
APA StyleRigou, M., Gkamas, V., Perikos, I., Kovas, K., & Kontodiakou, P. (2025). Utilizing Virtual Worlds for Training Professionals: The Case of Soft Skills Training of Smart City Engineers and Technicians. Computers, 14(6), 206. https://doi.org/10.3390/computers14060206