Please use this identifier to cite or link to this item: https://hdl.handle.net/10419/339833 
Year of Publication: 
2022
Citation: 
[Journal:] Project Leadership and Society (PLAS) [ISSN:] 2666-7215 [Volume:] 3 [Article No.:] 100055 [Year:] 2022 [Pages:] 1-13
Publisher: 
Elsevier, Amsterdam
Abstract: 
Research on game-based learning (GBL) methods shows that they may increase students' motivation and learning in the context of higher education. However, there is still unclarity regarding whether and how GBL methods can be utilized in project management education. Our quasi-experimental study analyzes project management students' experiences of a GBL method applied in six European higher education institutes during late 2021 and early 2022. Data about students' experiences were collected using a post-game survey in which students were asked to evaluate how the applied GBL method affected their motivation and learning. The data were analyzed using both qualitative and quantitative methods. Our findings include students' positive and negative perceptions related to the applied GBL method, which influenced students' motivation to study and learn project management phenomena. Our findings indicate that game-based learning solutions can be used to motivate students and to prepare learners to deal with uncertainty, as in real-life projects.
Subjects: 
Game-based learning
Digital game-based learning
Motivation
Project management
Higher education
Persistent Identifier of the first edition: 
Creative Commons License: 
cc-by-nc-nd Logo
Document Type: 
Article

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