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Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games
| dc.contributor.author | Calderón Sánchez, Alejandro | |
| dc.contributor.author | Petri, Giani | |
| dc.contributor.author | von Wangenheim, Christiane Gresse | |
| dc.contributor.author | Ruiz Carreira, Mercedes | |
| dc.contributor.author | Borgatto, Adriano F. | |
| dc.contributor.other | Ingeniería Informática | es_ES |
| dc.date.accessioned | 2025-01-21T10:29:48Z | |
| dc.date.available | 2025-01-21T10:29:48Z | |
| dc.date.issued | 2018-10 | |
| dc.identifier.issn | 0948-6968 | |
| dc.identifier.issn | 0948-695X | |
| dc.identifier.uri | http://hdl.handle.net/10498/34603 | |
| dc.description.abstract | 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. | es_ES |
| dc.format | application/pdf | es_ES |
| dc.language.iso | eng | es_ES |
| dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
| dc.source | Journal of Universal Computer Science, Vol. 24, Núm. 10, 2018, pp. 1424-1451 | es_ES |
| dc.subject | educational games | es_ES |
| dc.subject | Software Project Management | es_ES |
| dc.subject | evaluation | es_ES |
| dc.subject | digital games | es_ES |
| dc.subject | non-digital games | es_ES |
| dc.subject | MEEGA+ | es_ES |
| dc.title | Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games | es_ES |
| dc.type | journal article | es_ES |
| dc.rights.accessRights | open access | es_ES |
| dc.identifier.doi | 10.3217/jucs-024-10-1424 | |
| dc.type.hasVersion | VoR | es_ES |
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