1. Introduction
Games are an integral part of the civilization and have always been a very popular form of entertainment among the public of all ages, although they are more related to children and young people. In different cultures, games are also an essential activity used as a teaching strategy [
1]. Currently, many games are developed precisely with the purpose of helping the teaching of some specific theme, that is, learning is the focus on the development of concepts, skills, techniques, etc. [
2,
3,
4]. In this case, the game becomes serious by including these elements.
For the authors in Reference [
5], serious games are games that do not present entertainment as a primary goal. Reference [
6] states serious games should offer scientific and social knowledge to students and professionals, thereby improving the skills and techniques through virtual activities. Serious games have the purpose of learning and changing behavior, and should be based on three elements: purpose, content, and design [
7]. Serious games are highly interactive and motivating products. When playing a game, a series of events is generated from the delineation of a narrative and trigger emotions, pleasures and unique challenges, for the exploration of this narrative. The intrinsic motivation for the use of serious games depends on multiple factors [
8,
9,
10]: (i) autonomy and control; (ii) immediate feedback; (iii) learn from the mistakes; (iv) collaboration and/or competition between players; (v) flexibility of the proposed challenges; and (vi) increased motivation through the challenges posed to the player.
Game-Based Learning (GBL) is a pedagogical methodology that focuses on the design, development, and application of games in education. GBL is part of the general concept of serious games and has been used successfully in several areas such as health, planning, or management [
11,
12,
13]. In this sense, it is important to explore the adoption of serious games in new areas that have been minimally explored, namely in the development of emotional intelligence (EI) skills among higher education students. EI is defined as the ability to identify and manage one’s own emotions and those of others [
14]. With regard to the study in Reference [
15], EI is more important than cognitive intelligence, and is one of the key factors for personal and professional success. Therefore, the aim of this study was twofold: (i) to explore the association level between the performance of the students in the emotional intelligence dimension and their final academic performance in the discipline of entrepreneurship; and (ii) to assess the relevance of contextual variables (i.e., course, gender, age, and years of professional experience) in the students’ performance in the “emotional intelligence” component. The manuscript is organized as follows: initially, a theoretical contextualization on the relevance of EI and on processes to assess and evaluate the player’s performance in serious games is given. The materials and methods used in this study are then presented, followed by the results and discussion on their relevance to the scientific community. Finally, the main conclusions of the study are listed and some items for future work are suggested.
1.1. The Relevance of Emotional Intelligence
The concept of EI aggregates two fundamental ideas: that emotions can make thought more intelligent and that a person can think intelligently about emotions [
16]. EI is understood as a set of skills related to the perception, expression, and regulation of emotions in oneself and in others, as well as the use of these skills to motivate, plan, and achieve goals in life [
16]. In the study conducted in Reference [
16], the EI is explained by means of a system of four organized components: (i) perception, evaluation, and expression of emotion; (ii) emotion as a thought facilitator; (iii) understanding and analysis of emotions and use of emotional knowledge; and (iv) reflective control of emotions to promote emotional and intellectual growth. Exploring these dimensions facilitate the understanding that EI is both interpersonal and intrapersonal. Interpersonal, when referring to interactions between individuals, perceive emotions in others, manage the emotions of others in social exchanges. Interpersonal, when referring to the individual himself, the way in which he/she recognizes and processes emotional information, and how this affects his/her thoughts and behaviors.
Goleman’s theory on EI reveals that emotions influence people’s lives and can contribute to good interpersonal relationships [
14]. The book in [
14], considers that emotionally balanced people have more opportunities to become leaders, than the individuals who present high values of Intelligence Quotient (IQ). In this sense, it is possible to infer that IQ alone is not enough for success. In fact, Goleman’s study suggests that almost 90% of the skills needed for professional success are emotional and social [
14]. Goleman, in his research on 200 multinational companies, found that effective leaders are destined for a high degree of EI. Therefore, without EI, managers can have excellent training, an incisive mind, and an inexhaustible source of good ideas, but they will not become a great leader [
17].
Another well-known model was proposed by Bar-On, in which EI is seen as a composed model. Bar-On’s non-cognitive model looks at emotional intelligence as a set of social skills, non-cognitive skills, and competencies that influence the ability to be successful in dealing with environmental demands and pressures [
18]. According to this model, EI is a set of non-cognitive abilities, knowledge, interrelated emotional and social skills that determine how effectively individuals understand and express themselves, as well as understand others and relate to them, and deal with the demands and pressure of daily life to be successful [
18].
Furthermore, the measurement instruments for evaluating EI that have been developed in the market are subject to discussion among researchers. There are several measures of EI that allow exploring the psychometric characteristics of individuals. The content of EI tests varies according to the different theoretical interpretations and conceptualizations. In [
19], these tests are divided into two groups: those that derive from self-portraits of daily behaviors (trait emotional intelligence) and those that depend on objective performance in controlled experimental situations (ability emotional intelligence). The former asks the individual to report on his own emotions caused by different situations and, therefore, the individual progressively tests his level of EI. The latter asks the individual to solve tasks related to the recognition of their own emotions and other people’s, and to identify socially appropriate responses. The performance measures enable an external evaluation of the performance and minimize the potential occurrences of biased responses [
20]. In the performance measures, the construction criteria are identical to the capacity tests, while in the self-report model, the construction criteria are similar to those of the personality tests [
19].
1.2. Performance Assessment in Serious Games
The process of collecting data, measuring, and evaluating performance is often neglected in serious games. In [
21], this situation can affect the motivation of the learning process and consequently the efficiency of the game. In this sense, it is important that serious games include objective and broad criteria on the process of measuring the player’s performance. Furthermore, immediate feedback is another essential element for the player to feel in control of the game. The study in Reference [
22] emphasizes the necessity that serious games provide immediate feedback throughout the training and in the end, to reinforce the successes and correct the errors. The model proposed in [
23] includes both evaluation criteria and feedback. The evaluation criteria should include: (i) several types of performance evaluation (e.g., diagnostic, formative, self-evaluation); (ii) evaluation tools based on well-defined objectives; (iii) continuous measurements and evaluations of the process; (iv) evaluation of the training program; and (v) the dimensions of human errors. On the other side, feedback criteria should include: (i) immediate feedback throughout the training and in the end; (ii) reinforce extrinsic motivation with verbal or tangible rewards (e.g., scoring, positive feedback); (iii) attribute successes and failures to the player; (iv) reinforce the player’s success in completing a task; and (v) unexpected rewards in order to foster player engagement.
Serious games can include multiple assessment elements. The study in [
24] demonstrates that the process of evaluating a player’s performance can include two perspectives: (i) the pedagogical aims (i.e., formative, and summative) and the implementation site (i.e., inside, and externally). Formative assessment is carried out throughout the process, in all learning situations, on each objective. Therefore, the formative assessment identifies situations of poorly achieved learning and informs about corrective measures to be taken. Summative assessment makes it possible to carry out an analysis of the competencies acquired by the students at the end of the training. In addition, one of the objectives of summative assessment is the serialization of students and, therefore, there is a classification of students’ performance. Whatever the scales, the classification should be made explicit to the students and the reasons for choosing a particular scale should be discussed. Summative assessment proves to be a relevant instrument in decision making, and allows for the comparison of the overall results of training programs applied to similar or different groups of learners [
25,
26].
The assessment of the player’s performance can be done after the player has completed the game or embedded in the game itself. Assessment after learning in a GBL environment is focused on the identification and evaluation of outcomes. This approach is typically built through questionnaires or structured or semi-structured interviews. One of the advantages of this approach is to enable the comparison of the player’s individual learning outcome to other players or experts [
27]. However, this approach does not allow drawing conclusions on the cause of a possible incorrect result and does not allow obtaining instant feedback [
27]. Another alternative is to define a process of evaluation of the player’s performance while he/she is playing. Several benefits are pointed out in this approach namely: (i) detailed insights into underlying learning processes; (ii) allows tracking motivational, emotional, and meta-cognitive characteristics of the player; and (iii) gives immediate feedback on the player’s actions [
27,
28]. Finally, this approach also allows building an adaptive game environment according to the actions and difficulties experienced by the player [
29,
30]. In this situation, the game would be customized according to the actions taken by the player and the player’s learning would necessarily be individualized.
4. Discussion
EI proved to be a topic still little known by students, especially by the students without professional experience. Two misconceptions emerged associated with this theme: (i) on the one hand, EI was perceived as an innate ability that did not require development; and (ii) on the other hand, EI was perceived as a concept with little practical applicability. This incorrect perception was higher among students without professional experience and common to both courses.
Overall, students experienced some difficulties in identifying the advantages of EI in their academic life. The interaction between classmates is mainly based on friendly relationships. One of the students points out: “the choice of the elements in group work is mainly based on the friendship between colleagues, available time and geographical proximity” (student of the computer engineering course). In fact, EI becomes even more relevant when we have to work in teams where we cannot choose their members or when our business duties force us to work and interact with people with very heterogeneous personalities. In these situations, high EI can be a determining factor for success in the job market. The study conducted in [
45] emphasizes that people with higher EI present higher satisfaction from positive experiences and lower dissatisfaction from negative experiences.
The use of FLIGBY allows the assessment of students’ performance considering multiple dimensions. In the game, formative and summative elements are incorporated which, on the one hand, provide feedback on the decisions made by the player and, on the other hand, allow measuring and comparing the students’ performance. In fact, as mentioned in [
22], immediate feedback is essential for reinforcing the success and correcting the errors. The assessment of EI skills in FLIGBY is performed through the use of performance measures. According to [
20], this approach is preferable for use in self-evaluation reports, because it allows a more rigorous and complete external evaluation and avoids biased analysis.
The students’ performance in the “emotional intelligence” component was higher than the average of the 29 components considered in the MAP. Despite this, there was a greater dispersion of the results in the emotional intelligence component, with a wider range of results than those recorded in the average of the other 29 dimensions of MAP. This situation indicates that there were students with a very positive performance (maximum value obtained was 90), but also students who felt much more difficulties (minimum value equal to 55). This situation is pertinent in highlighting that the development of emotional skills is a field in which many students experience difficulties and have a lack of knowledge. Developing the ability to manage emotions and filter stressful stimuli is of utmost importance for students immediately in the school context, but also in the future in their professional context.
Our findings also indicate a significant correlation between students’ performance in the game and their score in “emotional intelligence” skill, in such a way that a good performance in this component originates, in 65.3% of the occurrences, a higher final score. The use of serious games in the development of emotional intelligence skills is an innovative area and, consequently, it is not possible to compare the findings with other studies in this field. Nevertheless, it is important to highlight the findings obtained in [
46], which established a correlation between students’ EI and their academic performance. It is not possible to directly infer a relationship between the academic performance and a good performance in the serious game, but it is possible to explore the use of serious games in the development of emotional skills that, along the academic and professional path of students, may be important for their career. W also found that the performance of students in the game is independent of their course, gender, age, and number of years of professional experience. This situation is relevant because, although students with professional experience had a greater perception of the importance of EI, its final score in this component was not significantly different.
Despite the students’ positive results in the “emotional intelligence” component, they expressed difficulties in interacting with the characters of the game. In these situations, EI is even more decisive. Hence, several students have indicated that they have experienced evolution in the way they have been able to understand the opinions of the game characters and how the feedback received by the MR. FLIGBY allowed them to build healthier relationships in the teams and that manifested itself in the increased Flow of the team. One of the students points out: “Rebecca Saber was a great challenge due to her excessive concern for the company’s profits. Managing Rebecca’s relationship with Chris Strictland was complicated because they have very personalities and distinct visions for the future of the company” (student of the management course).
There was a consensus among the students that FLIGBY was a relevant instrument in the development of emotional skills. First of all, it allowed these students to understand how EI becomes important in a team. As CEO of Turul Winery, the students understood the importance of EI and how this component impacts the success of the company. In fact, this perception is confirmed in [
14], which highlights the importance of business leaders being emotionally intelligent especially in a context where businesses depend heavily on interpersonal relationships. Nevertheless, the impact that EI will have on the students’ academic and professional future is difficult to quantify. However, the discussion generated in the semi-structured interview made it possible to identify that students with professional experience realize greater practical applicability in the short-term. One of the students highlighted: “Emotional intelligence allows me in the company that I work in the logistics area to motivate my employees in the face of fluctuations in deliveries, in order to keep them motivated and focused on periods of crisis in demand” (student of the management course). This observation is in-line with the work carried out in [
47], which highlights that people with high EI skills are more easily integrated into a team and have better conditions to adapt to change.
5. Conclusions
In personal and professional interactions it becomes fundamental to recognize feelings or emotions, and know how to manage and apply them in different relationships and situations. By mastering these characteristics, the individual becomes more productive and contributes to the development into a successful professional. Despite the importance of EI, this is an issue that is little discussed in the context of higher education and many students have difficulties in evaluating themselves in this component. In this sense, the adoption of the FLIGBY serious game allowed us to evaluate the EI skills of students and helped them to develop these skills.
The findings allowed us to recognize that there is still some lack of knowledge regarding the significance of EI and its importance in the academic and professional context. The various challenges posed by FLIGBY throughout the 21 scenarios of the game and the different personalities of each character create different challenges to each student. The way each student used their EI skills was a determinant in the student’s final performance in the game, and the way they managed these skills was also a determinant to driving the team to the flow state.
This study offers both relevant theoretical and practical contributions. From the theoretical point of view, it was possible to assess the existence of a correlation between the player’s emotional skills and his/her performance in the game. It was also possible to conclude that variables such as the student’s course, gender, age, and years of professional experience were not determinants of the student’s performance in the EI component. Nevertheless, the data indicate that students with professional experience are those who more easily recognize the importance of emotional skills and realize greater practical applicability in the short-term, particularly within their professional organizations. From a practical point of view, this study is also pertinent in offering a process of evaluating students’ EI skills through a serious game.
With respect to future work, it becomes relevant to explore the impact of EI skills on the entrepreneurial motivation of students attending the discipline of entrepreneurship. Furthermore, it is also pertinent to explore the impact of EI on students’ academic path. At this level, it is expected that its impact can be potentially greater in subjects where greater control of emotions is required, for example, in disciplines where group work is relevant to students’ academic success. However, a study limitation is that the entrepreneurship discipline is given in the last year of the undergraduate courses. In this sense, it is difficult to assess its academic impact in their undergraduate courses. Therefore, an interesting approach is to explore the impact of emotional intelligence skills on the professional context and within postgraduate courses, as most of our students pursue postgraduate studies at our educational institution or at other partner institutions. Another limitation is the reduced number of students considered in this study because only students enrolled in the entrepreneurship discipline in the 2018/19 school year from two courses (i.e., management and computer engineering) were included. In this sense, efforts are already being made to ensure that in the next academic year this project will be continued with the involvement of students from the tourism course.