Vis enkel innførsel

dc.contributor.authorJaccard, Dominique
dc.contributor.authorBonnier, Knut Erik
dc.contributor.authorHellström, Magnus Mikael
dc.date.accessioned2022-09-28T11:20:20Z
dc.date.available2022-09-28T11:20:20Z
dc.date.created2022-08-24T13:15:43Z
dc.date.issued2022
dc.identifier.citationJaccard, D. & Bonnier, K. E. & Hellström, M. M. (2022). How might serious games trigger a transformation in project management education ? Lessons learned from 10 Years of experimentations. Project Leadership and Society (PLS), 3, Artikkel 100047.en_US
dc.identifier.issn2666-7215
dc.identifier.urihttps://hdl.handle.net/11250/3022149
dc.description.abstractWhile many studies have been published about project management serious games, most of them mainly describe characteristics and features of the games themselves. In those studies, little is found on the pedagogical imple- mentation of serious games and on how they have impacted project management education. In this article, we both discuss how serious games have impacted project management education and how they are implemented from a pedagogical perspective. We used an empirical research approach, based on qualitative observations. Observations included authors’ own usages of a project management serious game (the PM-Game) com- plemented with a synthesis of 10 years of observations and discussions with other teachers who had used this same PM-Game. Results showed that serious games may lead to educational changes such as moving toward active pedagogies, developing new competencies such as soft skills, and changing teachers-students relationship. For the pedagogical implementation, results showed that the serious game was implemented as an integrated concept including hybrid simulation modalities, and combining virtual and augmented learning aspects. In conclusion, serious games have the potential to trigger a change in project management education. But to fully benefit from the potential advantages of this change, they have to be designed, developed and implemented as an integrated gaming and learning concept.en_US
dc.language.isoengen_US
dc.publisherElsevieren_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleHow might serious games trigger a transformation in project management education ? Lessons learned from 10 Years of experimentationsen_US
dc.title.alternativeHow might serious games trigger a transformation in project management education ? Lessons learned from 10 Years of experimentationsen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2022 The Author(s)en_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Økonomi: 210en_US
dc.source.volume3en_US
dc.source.journalProject Leadership and Society (PLS)en_US
dc.identifier.doihttps://doi.org/10.1016/j.plas.2022.100047
dc.identifier.cristin2045629
dc.source.articlenumber100047en_US
cristin.qualitycode1


Tilhørende fil(er)

Thumbnail

Denne innførselen finnes i følgende samling(er)

Vis enkel innførsel

Navngivelse 4.0 Internasjonal
Med mindre annet er angitt, så er denne innførselen lisensiert som Navngivelse 4.0 Internasjonal