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Authors: Charu Monga 1 ; Jayant Jain 1 ; Sunny Kumar 2 and Athavale Sandeep 2

Affiliations: 1 Indian Institute of Technology Guwahati, India ; 2 Tata Consultancy Services and TRDDC, India

Keyword(s): Serious Gaming, Gamification, Learnification, Design Thinking, Project Management, Game Design, Computer Mediated Learning, Contextual Design.

Related Ontology Subjects/Areas/Topics: Computer-Supported Education ; Domain Applications and Case Studies ; e-Learning ; Game-Based and Simulation-Based Learning ; Information Technologies Supporting Learning ; Intelligent Learning and Teaching Systems ; Learning/Teaching Methodologies and Assessment ; Smart Devices as Collaborative Learning Tools ; Ubiquitous Learning

Abstract: Application of serious gaming has become well known in corporate sector for training and development. It is often used for enhancing skills of decision making, analytical thinking, planning and execution. Though numerous games have been developed in training professionals in sectors such as manufacturing, education, health care and sports, very less have been developed for IT professionals. It has been proven in literature that the project management owing to its nature of work in IT organization is very different from these sectors. This also implies that the skills needed for project management must be very specific to IT industry. In our study, a game is designed with a primary focus on richness of context with a purpose of improving decision-making skills of a Project Manager in Information Technology (IT) organization. We conducted contextual survey along with literature review for identifying the scenarios, and user journey of project manager. Knowing the context, an analogy of hospital scenarios was applied for ideation and concept generation for this video game. The designed prototype was evaluated with fourteen users for meeting the learning and play objectives. Our findings suggest that serious games using an analogy (i.e., hospital scenario in this study) can be engaging and purposeful learning tools, when the user context is well understood, converted to an equivalent game play and situated in a metaphorical, fantasized or analogical world. (More)

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Paper citation in several formats:
Monga, C.; Jain, J.; Kumar, S. and Sandeep, A. (2017). Context Rich Digital Games for Better Learnability in the IT Project Management Context. In Proceedings of the 9th International Conference on Computer Supported Education - Volume 1: SGoCSL; ISBN 978-989-758-239-4; ISSN 2184-5026, SciTePress, pages 573-581. DOI: 10.5220/0006262505730581

@conference{sgocsl17,
author={Charu Monga. and Jayant Jain. and Sunny Kumar. and Athavale Sandeep.},
title={Context Rich Digital Games for Better Learnability in the IT Project Management Context},
booktitle={Proceedings of the 9th International Conference on Computer Supported Education - Volume 1: SGoCSL},
year={2017},
pages={573-581},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006262505730581},
isbn={978-989-758-239-4},
issn={2184-5026},
}

TY - CONF

JO - Proceedings of the 9th International Conference on Computer Supported Education - Volume 1: SGoCSL
TI - Context Rich Digital Games for Better Learnability in the IT Project Management Context
SN - 978-989-758-239-4
IS - 2184-5026
AU - Monga, C.
AU - Jain, J.
AU - Kumar, S.
AU - Sandeep, A.
PY - 2017
SP - 573
EP - 581
DO - 10.5220/0006262505730581
PB - SciTePress