• 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