Beyond the user experience: Evaluating a Digital Serious Game in Project Management

Context: The project management classroom often relies on theoretical teaching methods. However, a gap exists between the demand for skilled project managers and the ability of traditional education to fully prepare students. Problem: A major challenge in education, including project management learning, is maintaining student engagement and knowledge retention. Traditional methods often struggle to replicate real-world complexities, resulting in a gap between theoretical knowledge and practical application. This study explores whether a serious game can effectively bridge this gap. Solution: Serious games emerge as a promising solution to enhance engagement and knowledge retention in various learning contexts. In this study, we evaluated a digital serious game to improve both the tool and the students' experience. IS Theory: The theory of organizational learning proposes that organizations can learn and adapt. Serious align with this theory by providing simulated environments for collaborative learning and practical experience. Method: The study utilizes a mixed-methods approach, combining quantitative and qualitative data collection techniques to evaluate a serious game by a group of project management students. Summarization of Results: The study found that the serious game was effective in engaging students and enhancing their understanding of project management concepts. Students reported positive experiences with the game, highlighting its ability to simulate real-world scenarios. The game also demonstrated potential for improving knowledge retention and practical skill development. Contributions and Impact on IS: Providing empirical evidence for the effectiveness of serious games in project management, the study can inform future research and practice in the field.

Authors

Publication Details

Published
2025-05-07
DOI
https://doi.org/10.5753/sbsi.2025.246659
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Beyond the user experience: Evaluating a Digital Serious Game in Project Management

Abel Silva, Alexandre Luna, F. Lima, Eduardo Albuquerque et al.
1 links
Educational Games and Gamification
article

Beyond the user experience: Evaluating a Digital Serious Game in Project Management

Abel Silva, Alexandre Luna, F. Lima, Eduardo Albuquerque, Kaylane Gonçalves Lira
article en

Abstract

Context: The project management classroom often relies on theoretical teaching methods. However, a gap exists between the demand for skilled project managers and the ability of traditional education to fully prepare students. Problem: A major challenge in education, including project management learning, is maintaining student engagement and knowledge retention. Traditional methods often struggle to replicate real-world complexities, resulting in a gap between theoretical knowledge and practical application. This study explores whether a serious game can effectively bridge this gap. Solution: Serious games emerge as a promising solution to enhance engagement and knowledge retention in various learning contexts. In this study, we evaluated a digital serious game to improve both the tool and the students' experience. IS Theory: The theory of organizational learning proposes that organizations can learn and adapt. Serious align with this theory by providing simulated environments for collaborative learning and practical experience. Method: The study utilizes a mixed-methods approach, combining quantitative and qualitative data collection techniques to evaluate a serious game by a group of project management students. Summarization of Results: The study found that the serious game was effective in engaging students and enhancing their understanding of project management concepts. Students reported positive experiences with the game, highlighting its ability to simulate real-world scenarios. The game also demonstrated potential for improving knowledge retention and practical skill development. Contributions and Impact on IS: Providing empirical evidence for the effectiveness of serious games in project management, the study can inform future research and practice in the field.

Conselho Nacional de Desenvolvimento Científico e Tecnológico, Fundação de Amparo à Ciência e Tecnologia do Estado de Pernambuco
Openalex Percentile: Top 90%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.