An Exploratory Study of Game-based M-learning for Software Project Management
Alton Y.K. Chua (Nanyang Technological University, Singapore)
Radhika Shenoy Balkunje (Nanyang Technological University, Singapore)
Abstract: Given that the virtues of m-learning have not yet been fully exploited in teaching Software Project Management (SPM), this paper embarks on a timely endeavour to explore the use of game-based m-learning for SPM by introducing a game called Mobile Application for Project management LEarning (MAPLE). A total of 55 graduate students were invited to participate in the evaluation study carried out for the MAPLE application. The evaluation was based on three design principles derived from the literature, namely, motivation, gaming and learning. Based on the preliminary evaluation, three major observations could be culled. One, game-based m-learning is a useful and an entertaining augmentation to traditional learning. Two, design principles namely motivation, gaming and learning and their appropriate blending is necessary to develop an effective m-learning game. Finally, appealing features in MAPLE are risk alerts, avatar creation and feedback.
Keywords: gaming, m-learning, motivation, software project management