Innovation in project management education - let’s get serious!
Auteur(s): |
Tim Tews
Greg Skulmoski Craig Langston Alan Patching |
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Médium: | article de revue |
Langue(s): | anglais |
Publié dans: | Construction Economics and Building, septembre 2020, n. 3, v. 20 |
DOI: | 10.5130/ajceb.v20i3.7040 |
Abstrait: |
More educators use serious games (e.g., games where the primary objective is learning rather than enjoyment) to enhance learning due to benefits such as improved understanding and engagement. However, using serious games within project management education is not well understood. The aim of this research is to investigate project management serious games in higher education: i) determine the extent of gamification in PMI-accredited project management programs, and ii) survey university students about their experiences playing project management serious games. Two separate mixed-method studies reveal insights about serious games in higher education and where innovations may be leveraged. Traditional statistics were used to analyze quantitative data, and coding was used to analyze the qualitative data. The results from a global survey of ten PMI-accredited university programs suggest that serious games are embryonic but promising. A case study at one university reveals that students enjoy learning through games but caution against using games to formally assess students’ learning. The paper concludes with recommendations for further research and development. |
License: | Cette oeuvre a été publiée sous la license Creative Commons Attribution 4.0 (CC-BY 4.0). Il est autorisé de partager et adapter l'oeuvre tant que l'auteur est crédité et la license est indiquée (avec le lien ci-dessus). Vous devez aussi indiquer si des changements on été fait vis-à-vis de l'original. |
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10447064 - Publié(e) le:
20.10.2020 - Modifié(e) le:
02.06.2021