AAA

Building project management skills through online simulation gaming

Grzegorz Karpiuk, Joanna Świętoniowska

Abstract

This paper presents key lessons learned from the development and implementation of a modern didactic tool useful for teaching project management, i.e. an online simulation game "Car Factory". The game has been created in the University of Information Technology and Management in Rzeszow. The first part of the paper describes the general context that justifies the need for such educational solutions. An increasing interest in developing one's competences in project management is the key incentive. The second part of the paper focuses on most important problems and questions that had to be addressed at the game design stage and while planning didactic process. The third part provides a summary of the results of game evaluation that was performed in the period of 2015 - 2016.

Bibliography

  • A Guide to the Project Management Body of Knowledge (PMBOK® Guide) - Fifth Edition, PMI, 2013.
  • Altkom Akademia: https://www.altkomakademia.pl/szkolenia/i/sultanskie-wesele-symulacja-biznesowa-agile-pm.
  • Cesim Project: https://www.cesim.com/simulations/cesim-project-management-simulation.
  • Dicheva D., Dichev C., Agre G., Angelova G., Gamification in Education: A Systematic Mapping Study, "Educational Technology & Society" 2015, Vol. 18, No. 3, s. 75-88.
  • Domínguez A., Saenz-de-Navarrete J., de-Marcos L., Fernández-Sanz L., Pagés C., Martínez-Herráiz J.J., Gamifying learning experiences: Practical implications and outcomes, "Computers & Education" 2013, Vol. 63, 380-392, http://dx.doi.org/10.1016/j.compedu.2012.12.020.
  • Ebner M., Holzinger A., Successful implementation of user-centered game based learning in higher education: An example from civil engineering, "Computers & Education" 2007, Vol. 49, No. 3, s. 873-890, http://dx.doi.org/10.1016/j.compedu.2005.11.026.
  • Fabryka aut: www.auta.wsiz.pl.
  • Fissure: http://www.fissure.com/.
  • Gresse von Wangenheim C., Savi R., Ferreti Borgatto A., DELIVER! - An educational game for teaching Earned Value Management in computing courses, "Information and Software Technology" 2012, Vol. 54, No. 3, s. 286-298, http://dx.doi.org/10.1016/j.infsof.2011.10.005.
  • Hartman N.S., Watts Ch.A., Treleven M.D., Appreciating the Complexity of Project Management Execution: Using Simulation in the Classroom, "Decision Sciences Journal of Innovative Education" 2013, Vol. 11, No. 4, s. 323-334, http://dx.doi.org/10.1111/dsji.12016.
  • ICB - IPMA Competence Baseline, Version 3.0, International Project Management Association, 2006.
  • IPMA Polska: http://www.ipma.pl/certyfikacja-ipma-student.
  • Kerzner H., Advanced Project Management. Edycja polska, Helion, Gliwice 2005.
  • Król M., Kompetencje interpersonalne i cechy innowacyjnego menedżera projektów, "Współczesne Zarządzanie" 2013, nr 2, s. 190-199.
  • Perspektywy: //www.perspektywy.pl.
  • Prensky M., Digital game-based learning, McGraw-Hill, USA 2001.
  • Simultrain: http://www.simultrain.com/.
  • Skalik J., Problem doskonałości zarządzania projektami organizacyjnymi, "Prace Naukowe Uniwersytetu Ekonomicznego we Wrocławiu. Management Forum" 2014, t. 5, nr 363, Wydawnictwo UE, s. 29-39;
  • Spałek S., Zwiększanie stopnia dojrzałości w zarządzaniu projektami: koncepcje, uwarunkowania i możliwe zastosowania praktyczne, "Marketing i Rynek" 2014, nr 5, s. 149-155.
AUTHOR

Grzegorz Karpiuk

Joanna Świętoniowska

About the article

DOI: https://doi.org/10.15219/em69.1292

The article is in the printed version on pages 14-24.

pdf download PDF

pdf read the article (Polish)

How to cite