A mediation model for enhancing socioemotional and cognitive skills and facilitating knowledge management through serious board games: advancing intrinsic motivation

dc.contributor.authorRienda-Gómez, Juan José
dc.contributor.authorVillena-Martínez, Elisa Isabel
dc.contributor.authorSutil-Marín, Dolores Lucía
dc.contributor.authorGarcía-Muiña, Fernando Enrique
dc.date.accessioned2025-07-09T10:41:02Z
dc.date.available2025-07-09T10:41:02Z
dc.date.issued2025-06-30
dc.description.abstractAbstract Purpose – This study aims to address how educational board games, based on neuroplasticity, can enhance the cognitive and socioemotional skills of future leaders. It explores their impact on intrinsic motivation, which is crucial for knowledge management as it drives engagement and long-term learning, and the mediating role of socioemotional skills in this process. Integrating these games into the curriculum of economics and business professionals-in-the-making improves the competencies necessary for business leadership, complementing traditional academic training while fostering decision-making and leadership abilities. Educational board games can strengthen the skills required for leadership in business. Design/methodology/approach – In this cross-sectional survey-based study, data was analysed from 71 volunteers to assess their levels of various soft skills. A descriptive analysis of the sample variables was conducted, followed by a mediation analysis to ascertain the impact of the predictor variables on the outcome variables – motivation, learning strategies and knowledge management and sharing. Findings – In the pre-test assessment model, the predictor variables do not exhibit a significant direct influence on the objective variable, motivation, although both direct and indirect effects were measured. Conversely, in the post-test assessment model, conducted after the training, the predictor variables demonstrate a significant impact on motivation, leading to increased levels of the target variable in response to increases in the predictor variables. Research limitations/implications – Given the population to which the study has been directed, namely future workers in the short term, some of the questions in the questionnaires, as well as the dynamics of the games, have not been fully understood, despite the information available on the objectives of the study, their interest and motivation to participate. These factors suggests that part of the currently validated psychometric tests should be reformulated to adapt them to the language of the new generations. Practical implications – The authors can conclude that when soft skills are well acquired and internalized, individuals can better manage their emotions, establish positive and healthy intra- and interpersonal relationships, take decisions and resolve conflicts in the company more effectively. Although the skills considered in this research are associated with cognitive and socioemotional competencies associated with the personality traits of individuals, they are essential to provide synergies in the company’s knowledge management. Social implications – The proper management of the measures considered here helps to promote cooperation and conflict resolution, emotional self-regulation and the resilience of workers in the face of stressful situations, improve the leadership capacity of work teams and collaboration and contribute to making balanced decisions linked to the company’s objectives. If, in addition, they consider that these skills have positive and direct effects on the motivation of workers, resulting in higher levels of certain skills, one of the strategic lines of companies should be to promote these skills and, therefore, positively affect their motivation. Originality/value – This study is groundbreaking as it establishes a relationship between individuals’ cognitive and socioemotional skills and their motivation within the context of business administration. By using a mediation model, it aims to enhance knowledge management and its transfer in fragile and nonlinear environments.
dc.identifier.citationRienda-Gómez, J.J., Villena-Martínez, E.I., Sutil-Martín, D.L. and García-Muiña, F.E. (2025), "A mediation model for enhancing socioemotional and cognitive skills and facilitating knowledge management through serious board games: advancing intrinsic motivation", Journal of Knowledge Management, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/JKM-01-2025-0038
dc.identifier.doi10.1108/JKM-01-2025-0038
dc.identifier.issn1367-3270
dc.identifier.urihttps://hdl.handle.net/10115/91757
dc.language.isoen
dc.publisherEmerald
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectIntrinsic motivation
dc.subjectCognitive and socioemotional skills
dc.subjectSerious board games
dc.subjectMediation models
dc.subjectKnowledge management
dc.subjectKnowledge sharing
dc.titleA mediation model for enhancing socioemotional and cognitive skills and facilitating knowledge management through serious board games: advancing intrinsic motivation
dc.typeArticle

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