Game-based learning and students’ motivation in project management education
Jääskä, Elina; Lehtinen, Jere; Kujala, Jaakko; Kauppila, Osmo (2022-08-17)
Jääskä, E., Lehtinen, J., Kujala, J., & Kauppila, O. (2022). Game-based learning and students’ motivation in project management education. Project Leadership and Society, 3, 100055. https://doi.org/10.1016/j.plas.2022.100055
© 2022 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
https://creativecommons.org/licenses/by-nc-nd/4.0/
https://urn.fi/URN:NBN:fi-fe2022103163790
Tiivistelmä
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.
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