DocumentCode
2749286
Title
Developing and evaluating a game-based project management learning platform
Author
Wang, Tsung-li ; Tseng, Ya-Fen
Author_Institution
Dept. of Digital Technol. & Game Design, Shu-Te Univ., Kaohsiung, Taiwan
fYear
2010
fDate
14-16 April 2010
Firstpage
1391
Lastpage
1394
Abstract
Educators need to know how to motivate information-management (IM) students (i.e., future business practitioners) to learn and use project management, which can provide the practical skills necessary for IM professionals to analyze data and make decisions. This case designed a platform of game-based learning for IM students´ studying based on course of project management. Using a sample of 54 sophomores in Taiwan, a modified TAM model, self-efficacy and flow experience in playfulness were examined using experimental design and causal analysis for learner´s attitude and behavior. A knowledge test is conducted to inspect the learning performance with platform support. Test results present higher performance in posttest than in pretest. The empirical results show that self-efficacy has significant, positive effects on perceived usefulness; but not significance on perceived usefulness. Perceived ease of use is positive influence on perceived usefulness on flow experience. In addition, it was found that perceived usefulness and perceived ease of use, positively influence IM students´ attitude to use game-based learning platform, and flow experience not significantly effect on attitude to use game-based learning platform, whereas attitude toward game-based learning platform has a significant, positive impact on behavioral intentions, and the behavioral intentions has positively significant impact on actual platform use based on course of project management. Both theoretical and practical implications are discussed in this paper.
Keywords
computer aided instruction; computer games; project management; TAM model; behavioral intentions; causal analysis; flow experience; game-based learning platform; information-management; knowledge test; perceived usefulness; project management; self-efficacy model; technology acceptance model; Computer science education; Data analysis; Design for experiments; Educational programs; Educational technology; Health information management; Information analysis; Project management; Reflection; Testing; flow experience; game-based learning; perceived ease of use; perceived usefulness; project management; self-efficacy;
fLanguage
English
Publisher
ieee
Conference_Titel
Education Engineering (EDUCON), 2010 IEEE
Conference_Location
Madrid
Print_ISBN
978-1-4244-6568-2
Electronic_ISBN
978-1-4244-6570-5
Type
conf
DOI
10.1109/EDUCON.2010.5492364
Filename
5492364
Link To Document