Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games

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2018-10Department
Ingeniería InformáticaSource
Journal of Universal Computer Science, Vol. 24, Núm. 10, 2018, pp. 1424-1451Abstract
Driven by the need to provide more hands-on opportunities to computing students,
educational digital and non-digital games have been used as an instructional strategy for
teaching Software Project Management (SPM). However, a question that arises is to which
regard the expected benefits of these games are real. Thus, the objective of this study is to
analyse the benefits of digital and non-digital games used for SPM education in order to
evaluate their quality in terms of player experience and perceived learning adopting the
MEEGA+ evaluation model. The analysis is based on data collected from 27 case studies,
evaluating 11 different SPM games, involving a population of 562 students. Results provide
evidence that both digital and non-digital games contribute positively to the students’ perceived
learning, as well as to social interaction, being considered relevant to students’ learning, and
promoting fun. A slightly higher usability degree was observed with respect to digital games
due the easiness to learn how to play the games. On the other hand, a slightly more positive
evaluation of the achievement of the learning objectives of non-digital games has been
observed. The results of this study may guide instructors in the selection of games as an
instructional strategy for SPM education and/or game creators with respect to aspects to be
considered in the development of new educational games in order to maximize their benefits
and continuous improvement.
Subjects
educational games; Software Project Management; evaluation; digital games; non-digital games; MEEGA+Collections
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