| Abstract: |
The present study investigates the design and validation of a game-oriented experiential learning framework aimed at fostering sustainable behavior change in leadership, communication, and self-management competencies among individuals and workplace teams. Grounded in Kolb's (1984) experiential learning theory and self-determination theory (Deci & Ryan, 2000), the study proposes an Activity-Based Experiential Learning (ABEL) framework that integrates gamification elements such as points, challenges, role-play simulations, and reflective debriefing into structured workplace training. The objective is to empirically examine the effectiveness of this framework in enhancing three core competencies leadership capability, interpersonal communication, and self-management skills in corporate settings. A quasi-experimental pre-test and post-test design was adopted, with 180 participants drawn from information technology and service-sector organizations in India. Validated psychometric instruments measured the dependent variables, while paired-sample t-tests and ANOVA were employed for data analysis. The hypothesis that game-oriented experiential learning significantly improves leadership, communication, and self-management was supported at the p |