Can Simulation Software Integrated with Gamification Enhance Students’ Understanding of Project Execution Concepts by Improving Learning Outcomes?

Sreemoyi Debroy, Purdue University

Abstract

This research study explores the gamification of SandBoxModel’s Project Team Builder, a project management simulation software. Scope, time and cost management are the triple constraints of project management with quality being the fourth dimension. The software provides a simulated environment where students are responsible for handling the aforementioned constraints with the objective of executing a complete project. This software is used to teach project management concepts to students who take the CNIT 480 – Managing Information Technology Projects course at Purdue University. The perception survey was used to analyze whether gamification had a significant effect on student understanding of project execution concepts. The triple constraint survey was used to analyze students’ level of comprehension regarding the triple constraints after using the simulation software. Gamification was not a success in enhancing project execution concepts since no significant differences were found in student perceptions on comparing the data of the three semesters. However, simulation independent of gamification was successful in improving students’ understanding of triple constraint.

Degree

M.Sc.

Advisors

Brewer, Purdue University.

Subject Area

Information Technology|Pedagogy|Education|Computer science|Educational technology|Labor relations|Management|Social psychology

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