Teaching project management in pandemic times: a case study with on-line games

Authors

DOI:

https://doi.org/10.5585/iptec.v11i1.23914

Keywords:

Project Management, Educational games, Pandemic.

Abstract

The use of a stimulating model of learning can contribute to more effective ways for students to get involved in the classroom, especially in subjects that require constant concentration and memorization, or that interest is commonly lower. The objective of this article is to present a study where three online games were developed and applied to promote the learning of Project Management concepts. The research was carried out in a Project Management class in the bachelor's degree course in Digital Systems and Media at the Federal University of Ceará and followed the following sequence of steps for each of the three games: develop the digital game; deliver related content in a virtual classroom; apply the game with the class; and collect student opinions. From that feedback, improvements were implemented in the game that would follow. The students' opinions were collected through questionnaires with items based on the Likert scale.  There was a good acceptance of this proposal by the students who, in short, highlighted the role of these games in improving their engagement in the Project Management discipline, increasing interest in the subject, and gaining learning about the content taught in the classroom.

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References

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Published

2023-06-29

How to Cite

Severo Melo, L., Pereira Batista, I. T., & Marçal, E. (2023). Teaching project management in pandemic times: a case study with on-line games. Revista Inovação, Projetos E Tecnologias, 11(1), e23914. https://doi.org/10.5585/iptec.v11i1.23914

Issue

Section

Relatos técnicos