One such theme that will be used, and ultimately standardized in its depiction, will be ownership.
There are so many flavors of ownership across enterprises.
Just to rattle of a few:
- Ownership of clients
- Ownership of ideas
- Ownership of team
- Ownership of employees
- Ownership of a cell phone
- Ownership of managers
- Ownership of projects
- Ownership of territories
- Ownership of ownership of organizations
- Ownership of company
- Ownership of deliverable
- Ownership of your own time
I know the concept of ownership will proliferate in educational simulations because:
- Ownership require finesses. If you have too much ownership, you loose support and buy-in, and you may define the opportunity too narrowly. But if you have too little ownership, you loose control and accountability.
- Ownership is a classic "fourth paradox" skill, easy to describe and challenging to appropriately apply.
- Ownership of something with actuator properties involves trade-offs and benefits
- Ownership often requires indirect influence, something that works well for simulations.
- The nuance of ownership is not handled in traditional formal learning programs, in part because it can't.
- Ownership can also be depicted graphically nicely, even if real-life isn't so clean.
- And finally, the notions of both increasing and decreasing ownership is critical in all big skills.
George Orwell wrote about how not having a word limits one's ability to think about the topic. Ownership today might be an unskill, a concept that we can't get a handle on because the definitions are so vague and we apply them so irregularly as to seldom learn to master them. Hopefully, that will change.
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