Building Serious Creative Intelligence in Business Executives: The Games We Play
摘要
This chapter explores the development of creative intelligence, leadership emotional intelligence (EQ) and associated competencies in MBA students and business executives using gamification, live-action role-play (LARP), and design thinking (DT) empathy templates. Focusing on real-world insights into the complex and interwoven challenges described as “wicked problems” by the United Nations’ (UN) Sustainable Development Goals (SDGs), MBA students, in teams of four or five, chose one of the 17 UN SDGs and used DT to develop board games aimed at providing deeper empathy and skills to develop innovative solutions for these grand societal issues. The educational approach emphasized experiential learning, fostering creative problem-solving, collaboration, and empathy. Board games allowed students to simulate real-world scenarios and navigate the multifaceted nature of wicked problems. Through LARP, participants immersed themselves in the roles of various stakeholders, enhancing their ability to empathize and consider diverse perspectives. The iterative nature of the process involved multiple cycles of refining the problem, ideating, designing, prototyping, and testing to refine the board games. This approach facilitated the development of creative competencies and ensured a dynamic learning environment where students could engage deeply with the content, and with each other in collaborative DT practices. The findings suggest that gamification and experiential DT in intensive bursts can enhance business executives’ creative competencies, giving valuable insights into complex global challenges. This andragogical model offers a robust framework for integrating creative and experiential learning into business education, preparing future leaders to tackle the intricate and pressing issues captured in the SDGs. The implications for educators include authentic assessments and broader application of gamified DT-based learning strategies to foster innovation and creative leadership in addressing real-world problems.