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            Effectiveness of Games in Software Project Management Education: An Experimental Study
            
            
               Giani Petri (Federal University of Santa Maria, Brazil)  
              
             
            
            
               Christiane Gresse von Wangenheim (Federal University of Santa Catarina, Brazil)  
              
             
            
            
               Jean Carlo Rossa Hauck (Federal University of Santa Catarina, Brazil)  
              
             
            
            
               Adriano Ferreti Borgatto (Federal University of Santa Catarina, Brazil)  
              
             
                    
            
              Abstract: Software Project Management (SPM) is considered   important to ensure that software projects are delivered with   success, with respect to project scope, time, cost and quality   requirements. However, teaching SPM remains a challenging issue. In   this context, educational games have been used in order to provide   more practical opportunities in SPM education. Yet, there is a lack   of studies with more rigorous research design in order to analyse   the real effectiveness of such games. The objective of this study is   to analyse the effectiveness of educational games with respect to   the students' experience and learning in SPM education. An   experimental study is conducted in two SPM courses, involving an   experimental group, adopting games; and a control group, using   traditional exercises. The results indicate that games provide a   positive contribution to the students' perceived learning, as well   as provide an engaging experience, mainly in terms of challenge,   social interaction, fun and focused attention. Yet, no indication   that the games provide a better learning effect than exercises could   be identified, although the results show an increase in the   students' performance over time playing the games. Results of this   study may assist instructors to select such games and contribute to   their adoption for SPM education. 
             
            
              Keywords: educational game, effectiveness, experiment, software project management 
             
            Categories: D.2.9, L.5.1  
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