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Career Mindset Development

Tutor notes

Estimated module duration: 25 minutes

Whatever a person’s first job turns out to be, there are some skills that are always going to serve them: taking initiative, making a positive impact, and clear, confident communication. This immersive training module puts the learner in the shoes of a new starter at a video game studio, challenging them to meet people, offer feedback and pitch ideas through a series of virtual activities.

It will help them determine whether they have what it takes to succeed in the workplace – and if they don’t, help them build those skills right here and now.

 

About this resource

This document provides an overview of each of the learning activities featured in this programme, including:
Key learner outcome and goals
Purpose of the activities
Estimated duration
Characters
Environments
Video walkthroughs
Journal entries

Key learner outcome and goals

Learning outcome

Develop essential professional skills to help start your career

Learning goals

  • Build self-awareness
  • Take the initiative when talking to people you don’t know
  • Make a positive impact at work
  • Communicate your ideas clearly and with confidence

A word about terminology

As a medium, Virtual Reality is not best suited to didactic teaching methods.

However, our intention is that all Bodyswaps modules follow a student-centred constructivist pedagogy. This means creating rich experiences in which learners can explore key concepts and ideas and reach their own conclusions.

This is why our documents speak in terms of learning goals and outcomes, rather than measurable ‘learning objectives’ (a la Bloom’s Taxonomy) per se. 

 

Module structure

The complete journey takes the learner through five interactive topics, led by Sophie, their manager at the studio, as well as ancillary activities such as onboarding, self-reflection, and the exit survey.

It is a linear experience, meaning the learner will be guided step by step through all the activities by the coach. 

We recommend that learners fully interact with each activity to get the full benefit.

It is estimated that each topic will take the learner approximately 5 minutes to complete, although completion times vary depending on whether the learner chooses to repeat topics to explore different options (encouraged) or to fine-tune their freeform responses.

Learner journey

Onboarding
Next topic
Introduction and self-reflection
Next topic
Topic 1: Meet the team

Scaffolded conversation

Next topic
Topic 2: Introducing yourself
Freeform interaction
Next topic
Topic 3: Leo and Flo’s pitch
Dual category observation
Next topic
Topic 4: Provide your feedback
Scaffolded conversation
Next topic
Topic 5: Develop and pitch your own game idea
Freeform interaction
Next topic
Debrief and self-reflection
Next topic
Exit survey
Next topic

Characters

Faye_Avatar
Sophie Ward
Manager at Bodyswaps and virtual coach
Leonard_Avatar
Leo
Game designer at Bodyswaps
48_FlorenceRSM_Avatar_Female
Flo
Developer at Bodyswaps

Environments

tutor_room

Tutor room – Bodyswaps HQ

Mentor’s private office reserved for onboarding and tutoring. Only used for the onboarding sequence and does not appear in the module activities.
Lobby

Bodyswaps lobby

The lobby of Bodyswaps, the video game studio where the learner is interning.
BreakoutRoom_2048x1152_2022-04-03_1211

Bodyswaps hangout room

A breakout room at Bodyswaps.
Informal meeting room

Meeting room

A meeting room at Bodyswaps.

Onboarding

Purpose

Familiarise the learner with the Bodyswaps environment and prepare them for the experience to come

Location

Tutor room

Characters

N/A

Journal

N/A

Duration

1:00

*Varies depending on the learner's choices and interactions.

The first time learners use Bodyswaps, an onboarding sequence familiarises them with the features of the app, takes them through an avatar selection and embodiment activity, and prepares them for the experience to come. 

In the onboarding, learners will: 

  • Find out how this training is different from the rest
  • Select their avatar
  • Discover their virtual journal
  • Learn how to navigate and use the tools and settings

Introduction and self-reflection

Purpose

Introduce the scenario and gauge proficiency in key soft skills

Location

Bodyswaps lobby

Characters

Sophie

Journal

N/A

Duration

TBD

*Varies depending on the learner's choices and interactions.

The learner is placed in the role of an intern at Bodyswaps, a video game design studio. In the lobby of the building, they’re welcomed by Sophie Lewis, who will be managing them during their experience. She explains that Bodyswaps needs someone flexible and capable of taking the initiative, before inviting them to share their confidence in the skills they’ll need.

This is gauged through a series of four Likert-type survey questions, asking the learner to estimate their confidence in their knowledge of how others see them, talking to new people, making a positive impact at work, and communicating their ideas clearly and confidently.

Note: If you wish to receive data about how the learner’s confidence levels have changed as a consequence of the training, it’s important that they complete this introduction and the debrief at the end.

After the learner answers, Sophie excuses herself and encourages them to see if any members of the team need any help.

 

Meet the team

Purpose

Learn to take the initiative when meeting new people

Location

Bodyswaps hangout room

Characters

Flo and Leo

Journal

N/A

Duration

TBD
*Varies depending on the learner's choices and interactions.

In the hangout room, Flo and Leo are sitting across from the learner, discussing Flo’s progress on a new project. Leo reminds her that they have a meeting with clients tomorrow to present a script for a new trailer, and the two of them decide to enlist someone to be a test audience while they run it through. However, Sophie is too busy and they can’t find anyone else.

At this point, the learner is prompted to respond to this situation via multiple-choice question. They need to select the response that demonstrates taking the initiative and confidence in introducing themself. 

Once they’ve made their selection, they receive a text from Sophie giving feedback on their choice. If they chose to introduce themself, she congratulates them; if they didn’t, she encourages them to introduce themself now. Either way, Flo notices them sitting there and asks if they’re the new intern, leading into the introduction practice in the next topic.

Introducing yourself

Purpose

Practise making a good first impression with a strong introduction

Location

Bodyswaps hangout room

Characters

Flo and Leo

Journal

N/A

Duration

TBD
*Varies depending on the learner's choices and interactions.

It’s time for the learner to put their skills to the test and make a good first impression. A popup introduces a three-step method for a good introduction: starting with a smile and eye contact, giving your name and a brief summary of who you are, and finishing by saying you’re looking forward to working with them, offering help, or asking who they are.

When the learner is ready, they begin a freeform interaction in which they introduce themself in their own words, trying to adhere to the three-step method. Behind the scenes, analytics tools pick up on the keywords, body language and verbal cues that show the learner has formulated a successful introduction.

After the learner has introduced themself, they swap bodies with Flo to see the introduction through her eyes. At this point, they receive detailed feedback based on the analysis and are offered the chance to make another attempt if they want to refine their approach.

Once they move on, Flo and Leo welcome the learner to Bodyswaps, introduce themselves, and ask if the learner wants to help them workshop their pitch.

Leo and Flo’s pitch

Purpose

Identify examples of good and bad communication technique

Location

Bodyswaps meeting room

Characters

Flo and Leo

Journal

N/A

Duration

TBD
*Varies depending on the learner's choices and interactions.

In the meeting room at Bodyswaps, Flo and Leo prepare to deliver their presentation, with the learner watching. They’re pitching a role-playing game about hunting for treasure on the mysterious Oak Island, off the coast of Nova Scotia, and they want the learner to offer some feedback about their performance.

This observation activity requires the learner to click or tap whenever they see examples of good or bad communication, in line with the suggestions Sophie provides by text at the start. Visual feedback is provided in real time to indicate whether the learner has correctly identified each of the three good and three bad examples. To encourage thoughtful observation rather than mindless clicking, the learner is limited to eight clicks.

As the presentation goes on, the learner sees – and can flag with a click – that Flo and Leo have a good deal of passion and enthusiasm for their project, as well as confidence in their idea and statistics. However, they undercut it by interrupting one another, getting distracted, and lapsing into jargon – points that the learner will need to provide feedback on in the next activity.

At the end, the learner receives a summary feedback panel showing buttons that indicate which events were identified. Clicking each one allows the learner to rewind through the conversation and rewatch the good and bad parts of Flo and Leo’s speech, and view an explanation of how they helped or hindered the pitch.

 

Provide your feedback

Purpose

Practise giving good constructive feedback

Location

Bodyswaps meeting room

Characters

Flo and Leo

Journal

N/A

Duration

TBD
*Varies depending on the learner's choices and interactions.

With the presentation done, Flo and Leo ask the learner to give some feedback about what went well and what could be improved. 

In this scaffolded conversation, the learner answers their questions in a sequence of six multiple-choice questions, each gauging their opinion of a different aspect of the pitch. Once each response is chosen from a list of three, Flo and Leo answer, after which Sophie texts with more detailed feedback to show the learner the benefits (and drawbacks, if applicable) of the answer they selected. 

At each stage, the learner needs to select the response that encapsulates all three criteria that make up good feedback: actively engaging with the situation to help Flo and Leo, communicating clearly and unambiguously, and being respectful of Flo and Leo’s feelings. 

At the end of the conversation, Flo and Leo share their thoughts about how the learner engaged with the activity, before wishing them luck and moving on. Here, Sophie texts with further feedback about  their approach as a whole throughout the conversation. Her feedback highlights which of the criteria the learner tended towards – or, if they managed it, congratulates them for including all three.

The learner can then choose to replay this conversation, allowing them to see how different approaches might have affected how receptive Flo and Leo were, or move on to the next topic.

Develop and pitch your own game idea

Purpose

Practise good communication skills

Location

Bodyswaps meeting room

Characters

Sophie

Journal

Your game pitch

Duration

TBD
*Varies depending on the learner's choices and interactions.

It’s time for the learner to put the good communication skills they’ve identified into practice for themself. Sophie returns to introduce the method by which Flo and Leo came up with their game, showing the learner a series of sticky notes representing genres, personas, characters and goals and asking them to combine the elements to come up with an idea of their own.

The learner then needs to pitch it to Sophie in a freeform interaction, describing it in their own words while she listens. Behind the scenes, analytics tools pick up on the keywords, body language and aspects of speech that demonstrate that the learner is speaking clearly, confidently and fluidly.

Once the learner has said their piece, they swap places with Sophie to see how their speech looked from her point of view. After that, they receive feedback from the analytics tools to help them refine their approach. They can then try recording their pitch again, if they want more practice.

When they choose to move on, Sophie thanks them for sharing their pitch and informs them that they’ve reached the end of the activity. She wishes them luck and asks them to complete the feedback questionnaire on the way out.

Wrapping up

Purpose

Debrief the learner upon completion of the training and prompt self-reflection

Location

Bodyswaps meeting room

Characters

N/A

Journal

N/A

Duration

TBD
*Varies depending on the learner's choices and interactions.

The Likert-type survey questions from the start of the course are repeated here, to gauge the change in the learner’s confidence after playing through the module.

Note: With soft skills training, it is not unusual to find that learners’ confidence levels actually fall upon completion. This is because people are often overconfident in their ability to communicate or empathise before the training begins. As the experience raises self-awareness, confidence levels may fall in response.

Exit survey

Purpose

Assess the effectiveness of the training itself

Location

N/A

Characters

N/A

Journal

N/A

Duration

1:00
*Varies depending on the learner's choices and interactions.

Before the learner leaves the module, they are asked to complete a short survey about their experience. 

This survey is not compulsory, but the data helps us to assess the effectiveness of our product and identify any areas that need improvement. Clients also find it beneficial when assessing ROI. 

They are asked to mark whether they agree or disagree with the following statements, on a 10 point scale: 

  • I would recommend this experience to other students.
  • I am able to identify areas for improvement for my own professional communication skills.
  • The simulation improved my understanding of professional communication skills.
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