An exploratory study of game-based M-learning for software project management
Chua, Alton Yeow Kuan
Balkunje, Radhika Shenoy
Date of Issue2012
Wee Kim Wee School of Communication and Information
Given that the virtues of M-learning have not yet been fully exploited in teaching Software Project Management (SPM), this paper embarks on a timely endeavour to explore the use of game-based M-learning for SPM by introducing a game called Mobile Application for Project management LEarning (MAPLE). A total of 55 graduate students were invited to participate in the evaluation study carried out for the MAPLE application. The evaluation was based on three design principles derived from the literature, namely, motivation, gaming and learning. Based on the preliminary evaluation, three major observations could be culled. One, game-based M-learning is a useful and an entertaining augmentation to traditional learning. Two, design principles namely motivation, gaming and learning and their appropriate blending is necessary to develop an effective M-learning game. Finally, appealing features in MAPLE are risk alerts, avatar creation and feedback.
DRNTU::Engineering::Computer science and engineering::Software
Journal of universal computer science
© 2012 J.UCS. This paper was published in Journal of Universal Computer Science and is made available as an electronic reprint (preprint) with permission of Graz University of Technology, Institut für Informationssysteme und Computer Medien (IICM). The paper can be found at the following official DOI: [http://dx.doi.org/10.3217/jucs-018-14-1933]. One print or electronic copy may be made for personal use only. Systematic or multiple reproduction, distribution to multiple locations via electronic or other means, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper is prohibited and is subject to penalties under law.