Computer-based games in project management education: A review
Tumpa, Roksana Jahan; Ahmad, Tayyab; Naeni, Leila Moslemi; Kujala, Jaakko (2024-04-16)
Tumpa, Roksana Jahan
Ahmad, Tayyab
Naeni, Leila Moslemi
Kujala, Jaakko
Elsevier
16.04.2024
Roksana Jahan Tumpa, Tayyab Ahmad, Leila Moslemi Naeni, Jaakko Kujala, Computer-based games in project management education: A review, Project Leadership and Society, Volume 5, 2024, 100130, ISSN 2666-7215, https://doi.org/10.1016/j.plas.2024.100130
https://creativecommons.org/licenses/by-nc-nd/4.0/
© 2024 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/
© 2024 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/
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202404252950
https://urn.fi/URN:NBN:fi:oulu-202404252950
Tiivistelmä
Abstract
The work-readiness of Project Management (PM) graduates has been highly discussed topic during the last decade. Employers consistently seek graduates capable of thriving in the ever-changing, intricate, and challenging project environment. Computer-based games offer the potential to replicate real-life project environment, allowing students to learn how to navigate the challenges posed by projects. PM higher education has started to utilise computer-based games in the curriculum to improve highly sought after technical and soft skills of students. While significant studies have been conducted on gamification within PM, the review of their contributions and key characteristics has been missing, hence, necessitating this study. This study explores the research trends and contributions of publications related to computer-based games in PM higher education. As a result, it provides valuable insights and recommendations for educators, game designers and researchers to effectively integrate computer-based games within PM higher education. The findings of this review hold value for educators aiming to use computer-based games as an integrated learning concept, game developers striving to create more effective games and researchers interested in indulging deeper into the realm of computer-based games for PM.
The work-readiness of Project Management (PM) graduates has been highly discussed topic during the last decade. Employers consistently seek graduates capable of thriving in the ever-changing, intricate, and challenging project environment. Computer-based games offer the potential to replicate real-life project environment, allowing students to learn how to navigate the challenges posed by projects. PM higher education has started to utilise computer-based games in the curriculum to improve highly sought after technical and soft skills of students. While significant studies have been conducted on gamification within PM, the review of their contributions and key characteristics has been missing, hence, necessitating this study. This study explores the research trends and contributions of publications related to computer-based games in PM higher education. As a result, it provides valuable insights and recommendations for educators, game designers and researchers to effectively integrate computer-based games within PM higher education. The findings of this review hold value for educators aiming to use computer-based games as an integrated learning concept, game developers striving to create more effective games and researchers interested in indulging deeper into the realm of computer-based games for PM.
Kokoelmat
- Avoin saatavuus [37837]