Using serious games to teach project management is a logical choice, as it al-lows students to practice skills without facing real-world economic or human consequences. These games offer a realistic learning environment where players can experiment with different ideas and retry projects after failure. Additionally, game-based learning enhances learning outcomes, motivation, and engagement. However, to fully realize these benefits, serious games must incorporate established game design principles and elements. This paper presents a literature review examining how well existing project management games apply such principles. The study analyzes 64 games using Malone’s Taxonomy for Intrinsic Motivation, the GameFlow framework, eight reward systems, and other recognized game design elements.

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Use of Game Design and Game Elements in Serious Project Management Games

  • Alf Inge Wang

摘要

Using serious games to teach project management is a logical choice, as it al-lows students to practice skills without facing real-world economic or human consequences. These games offer a realistic learning environment where players can experiment with different ideas and retry projects after failure. Additionally, game-based learning enhances learning outcomes, motivation, and engagement. However, to fully realize these benefits, serious games must incorporate established game design principles and elements. This paper presents a literature review examining how well existing project management games apply such principles. The study analyzes 64 games using Malone’s Taxonomy for Intrinsic Motivation, the GameFlow framework, eight reward systems, and other recognized game design elements.