Game Based Learning (GBL): Gaming Soft skills for Corporate Readiness

As we are inching towards the fourth industrial revolution, companies are searching for talent who possesses domain expertise, digital literacy and industry-relevant abilities. Thus, experiential and skill-based learning are promoted under the National Educational Policy 2020. The NEP- 2020 helps to bridge the talent-skill gap, which exists at various tiers and is significant, impacting the hiring scenario in almost every sector, by equipping students with industry-specific abilities so as to prepare them to be future-ready professionals. The NEP- 2020 recognizes the importance of soft skills as fundamental life abilities such as communication, teamwork, problem solving, decision-making, analytical thinking, and flexibility, among others. Leadership skills are also instilled in pupils to assist them advance in their careers. Game-based learning has been identified as the most effective approach of teaching soft skills. The increased demand for soft skills in the workplace has compelled teachers to embrace, adapt, and expertly combine practical and hands-on methods of imparting these employable skills. According to EMSI and IBM studies, the true "skills in demand" are communication, adaptability, and learning. According to a LinkedIn survey done two years ago, 91% of organizations believe that soft skills are essential in recruiting fresh hires and promoting existing ones. According to a Harvard University study, soft skills account for 80% of job success while hard skills account for 20%. As a result, it is critical to impart these skills in the classroom through the use of unique and inventive games that encourage student participation and engagement. This qualitative study begins with a brief overview of Game-based Learning (GBL) and why it is regarded as the best technique for imparting soft skills, followed by a discussion on the top 5 in-demand soft skills that can be gamified and are critical for corporate readiness.

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Publication Details

Journal
International Journal of English Literature and Social Sciences
Published
2025-01-01
DOI
https://doi.org/10.22161/ijels.103.35
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Game Based Learning (GBL): Gaming Soft skills for Corporate Readiness

Ms. Manasa T., Dr Vyomakesisri T.
International Journal of English Literature and Social Sciences
Educational Games and Gamification
article

Game Based Learning (GBL): Gaming Soft skills for Corporate Readiness

Ms. Manasa T., Dr Vyomakesisri T.
article en

Abstract

As we are inching towards the fourth industrial revolution, companies are searching for talent who possesses domain expertise, digital literacy and industry-relevant abilities. Thus, experiential and skill-based learning are promoted under the National Educational Policy 2020. The NEP- 2020 helps to bridge the talent-skill gap, which exists at various tiers and is significant, impacting the hiring scenario in almost every sector, by equipping students with industry-specific abilities so as to prepare them to be future-ready professionals. The NEP- 2020 recognizes the importance of soft skills as fundamental life abilities such as communication, teamwork, problem solving, decision-making, analytical thinking, and flexibility, among others. Leadership skills are also instilled in pupils to assist them advance in their careers. Game-based learning has been identified as the most effective approach of teaching soft skills. The increased demand for soft skills in the workplace has compelled teachers to embrace, adapt, and expertly combine practical and hands-on methods of imparting these employable skills. According to EMSI and IBM studies, the true "skills in demand" are communication, adaptability, and learning. According to a LinkedIn survey done two years ago, 91% of organizations believe that soft skills are essential in recruiting fresh hires and promoting existing ones. According to a Harvard University study, soft skills account for 80% of job success while hard skills account for 20%. As a result, it is critical to impart these skills in the classroom through the use of unique and inventive games that encourage student participation and engagement. This qualitative study begins with a brief overview of Game-based Learning (GBL) and why it is regarded as the best technique for imparting soft skills, followed by a discussion on the top 5 in-demand soft skills that can be gamified and are critical for corporate readiness.

International Journal of English Literature and Social SciencesVol. 10(3)
Openalex Percentile: Top 89%
Educational Games and Gamification
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Game Based Learning (GBL): Gaming Soft skills for Corporate Readiness — Ms. Manasa T., Dr Vyomakesisri T. · International Journal of English Literature and Social Sciences (2025) | TGRS Research Map | TGRS