Abstract
In recent years, there have been an increasing number of new serious games in many fields such as health, science, government and education. It is desirable to describe and classify these new serious games as learning resources with the aim to facilitate its use in education and integration in the learning process. The goal of this work is to analyze a commonly used evaluation method to describe, classify and assess the suitability of serious games for use in software project management education. As a proof of concept, we have applied the proposed evaluation method to assess and analyze the strengths and weaknesses of a serious game regarding its pedagogical, playful and technical features. The outcomes of the evaluation have allowed us to identify the main features needed to design an evaluation method to describe, classify and assess the ability of serious games to be used in software project management education.
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Acknowledgments
This work has been carried out during a post-doctoral contract, funded by the Program of Promotion and Impulse of Research and Transfer at the University of Cádiz 2018–2019 and a pre-doctoral contract for the training of research personnel, funded by the University of Cádiz through the University Research and Transfer Plan (UCA/REC01VI/2017). This work was funded by the Spanish National Research Agency (AEI) with ERDF funds under projects BadgePeople (TIN2016-76956-C3-3-R) and the Andalusian Plan for Research, Development and Innovation (grant TIC-195).
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Calderón, A., Trinidad, M., Ruiz, M., O’Connor, R.V. (2018). Towards a Standard to Describe and Classify Serious Games as Learning Resources for Software Project Management. In: Larrucea, X., Santamaria, I., O'Connor, R., Messnarz, R. (eds) Systems, Software and Services Process Improvement. EuroSPI 2018. Communications in Computer and Information Science, vol 896. Springer, Cham. https://doi.org/10.1007/978-3-319-97925-0_19
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DOI: https://doi.org/10.1007/978-3-319-97925-0_19
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