Game-based learning and students' motivation in project management education

被引:25
|
作者
Jaaska, Elina [1 ]
Lehtinen, Jere [1 ]
Kujala, Jaakko [1 ]
Kauppila, Osmo [1 ]
机构
[1] Univ Oulu, Ind Engn & Management, POB 4610, FIN-90014 Oulu, Finland
来源
PROJECT LEADERSHIP AND SOCIETY | 2022年 / 3卷
关键词
Game-based learning; Digital game-based learning; Motivation; Project management; Higher education; AFFECTIVE STATES; IMPACT; PERSPECTIVE; PERFORMANCE; ENGAGEMENT; INVESTMENT; SUPPORT; SCIENCE;
D O I
10.1016/j.plas.2022.100055
中图分类号
F [经济];
学科分类号
02 ;
摘要
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.
引用
收藏
页数:13
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