Shall We Play a Game?
MetadataShow full item record
This work is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/
This paper presents the results of a qualitative research project that used a simple game of a software project to see if and how games could contribute to better software project management education, and, if so, what features would make them most efficacious. The results suggest that while games are useful pedagogical tools and are well-received by players, they are not sufficient in themselves and must be supplemented by other learning devices.
Showing items related by title, author, creator and subject.
Rationale, design and methods for a randomised and controlled trial to investigate whether home access to electronic games decreases children's physical activityStraker, Leon; Abbott, R.; Piek, Jan; Pollock, Clare; Davies, P.; Smith, Anne (2009)Background: Many children are reported to have insufficient physical activity (PA) placing them at greater risk of poor health outcomes. Participating in sedentary activities such as playing electronic games is widely ...
Wu, Xiaoying; Xia, Jianhong (Cecilia); West, Geoffrey; Veenendaal, Bert; Arnold, Lesley (2011)Simsoft is a serious game— one that trains or educates— at the centre of a research project designed to see if and how games can contribute to better software engineering management education by helping software engineers ...
Understanding the representational dimension of learning: the implications of interactivity, immersion and fidelity on the development of serious gamesde Freitas, Sara; Dunwell, I. (2011)Modern interactive digital mediums enable educational content to be represented in increasingly varied and Modern interactive digital mediums enable educational content to be represented in increasingly varied and ...