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dc.contributor.authorHellström, Magnus Mikael
dc.contributor.authorJaccard, Dominique
dc.contributor.authorBonnier, Knut Erik
dc.date.accessioned2024-04-12T08:24:56Z
dc.date.available2024-04-12T08:24:56Z
dc.date.created2023-06-30T13:14:51Z
dc.date.issued2023
dc.identifier.citationHellström, M. M., Jaccard, D. & Bonnier, K. E. (2023). A systematic review on the use of serious games in project management education. International Journal of Serious Games, 10(2), s. 3-24.en_US
dc.identifier.issn2384-8766
dc.identifier.urihttps://hdl.handle.net/11250/3126223
dc.description.abstractProject management education is well suited for active learning through serious games, and a lot of research has been published on the use of serious games for project management education. Earlier reviews have focused on the content and features of project management serious games. The objectives for using those serious games have been less reviewed. The aim of this study was to conduct a systematic review to better understand the objectives of using serious games in project management education, with the following research question: Why are project management serious games used in higher education? A systematic review was performed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). A systematic search enabled us to identify 175 articles, of which forty-three met the eligibility criteria. An inductive content analysis of those articles showed that project management serious games are used mainly for pedagogical and practical reasons. From a pedagogical perspective, serious games are mainly used to develop specific skills that are difficult to acquire in classic ex cathedra lectures, such as practical competencies and soft skills. From a practical perspective, serious games are mainly used for proposing a risk-free trial environment. Based on our analysis, we propose a taxonomy of reasons for using PM games in higher education. Our study also reveals that few studies assess whether serious games meet all their objectives, and that more research is needed on how to implement them into a coherent pedagogical scenario.en_US
dc.language.isoengen_US
dc.publisherSerious Games Societyen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titleA systematic review on the use of serious games in project management educationen_US
dc.title.alternativeA systematic review on the use of serious games in project management educationen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2023 The Author(s)en_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Statsvitenskap og organisasjonsteori: 240en_US
dc.source.pagenumber3-24en_US
dc.source.volume10en_US
dc.source.journalInternational Journal of Serious Gamesen_US
dc.source.issue2en_US
dc.identifier.doihttps://doi.org/10.17083/ijsg.v10i2.630
dc.identifier.cristin2159886
cristin.qualitycode1


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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