Innovation in project management education - let’s get serious!

Main Article Content

Tim Tews
https://orcid.org/0000-0002-9399-2808
Greg Skulmoski
https://orcid.org/0000-0002-7039-643X
Craig Langston
https://orcid.org/0000-0001-6386-2079
Alan Patching
https://orcid.org/0000-0002-1126-4349

Abstract

More educators use serious games (e.g., games where the primary objective is learning rather than enjoyment) to enhance learning due to benefits such as improved understanding and engagement. However, using serious games within project management education is not well understood. The aim of this research is to investigate project management serious games in higher education: i) determine the extent of gamification in PMI-accredited project management programs, and ii) survey university students about their experiences playing project management serious games. Two separate mixed-method studies reveal insights about serious games in higher education and where innovations may be leveraged. Traditional statistics were used to analyze quantitative data, and coding was used to analyze the qualitative data. The results from a global survey of ten PMI-accredited university programs suggest that serious games are embryonic but promising. A case study at one university reveals that students enjoy learning through games but caution against using games to formally assess students’ learning. The paper concludes with recommendations for further research and development.

Article Details

Section

Special Issue on the 42nd AUBEA Conference

How to Cite

Innovation in project management education - let’s get serious!. (2020). Construction Economics and Building, 20(3). https://doi.org/10.5130/AJCEB.v20i3.7040