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dc.contributor.authorCalderón Sánchez, Alejandro 
dc.contributor.authorPetri, Giani
dc.contributor.authorvon Wangenheim, Christiane Gresse
dc.contributor.authorRuiz Carreira, Mercedes 
dc.contributor.authorBorgatto, Adriano F.
dc.contributor.otherIngeniería Informáticaes_ES
dc.date.accessioned2025-01-21T10:29:48Z
dc.date.available2025-01-21T10:29:48Z
dc.date.issued2018-10
dc.identifier.issn0948-6968
dc.identifier.issn0948-695X
dc.identifier.urihttp://hdl.handle.net/10498/34603
dc.description.abstractDriven 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.es_ES
dc.formatapplication/pdfes_ES
dc.language.isoenges_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceJournal of Universal Computer Science, Vol. 24, Núm. 10, 2018, pp. 1424-1451es_ES
dc.subjecteducational gameses_ES
dc.subjectSoftware Project Managementes_ES
dc.subjectevaluationes_ES
dc.subjectdigital gameses_ES
dc.subjectnon-digital gameses_ES
dc.subjectMEEGA+es_ES
dc.titleGames for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Gameses_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.3217/jucs-024-10-1424
dc.type.hasVersionVoRes_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
Esta obra está bajo una Licencia Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 Internacional