19 research outputs found

    An analysis of how well serious games cover the PMBOK

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    Playing the role of project manager requires a certain level of knowledge and experience from previous projects, thus enabling better decision making. The use of serious games increasingly allows newer project managers to gain the necessary experience and knowledge in a controlled environment. Since several serious games have been developed, the need then arose to conduct a study to measure the level of coverage these simulators provide to the PMBOK. Fifteen games were included in this study and it is remarkable the effort that has been made to improve these tools, as it was found that of the 12 games, 7 covers at least 3 of the 5 process groups found in the PMBOK. It was also found that more than 80% of the serious games cover time management and that less than 20% of the games do not cover the procurement area. Our study recommends that comparative studies be done between simulators in ways to evaluate the improvements that newer simulators bring. Studies to evaluate the teaching learning method of the simulators should also be conducted so that the efficiency of this teaching learning method can be evaluated.info:eu-repo/semantics/publishedVersio

    JEN-Planet: an Automatically Updating Serious Game Catalogue Designed with and for Teachers

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    Serious Games (SGs) intended for educational purposes can improve the quality of learning in many contexts and at all levels. However, their use in schools remains minimal despite their many educational and pedagogical benefits. This lack of interest is partly due to educational SGs’ visibility problem. Indeed, in practice, they are mainly indexed in catalogues containing all types of SGs (not necessarily educational). Also, the existing catalogues, often designed by video game editors, do not offer relevant and practical filters to help teachers find SGs adapted to their specific needs. This article proposes JEN-Planet, a catalogue designed from several research contributions to help teachers find existing educational SGs. A comparative study is therefore carried out on its usability, relevance, and utility against those of the two other major catalogues. 50 teachers explored the different catalogues and evaluated them by completing questionnaires. The results show that the JEN-Planet catalogue better meets teachers' needs. This catalogue could therefore improve the visibility of educational SGs for teachers, who will be able to find them more easily

    RDU Model dedicated to evaluate needed counsels for Serious Game projects

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    International audienceThis paper aims at identifying the counsels that are necessary to achieve the Realization, Dissemination and Use of a Serious Game. In our opinion, these counsels are an additional facet for all Serious Game projects in order to target their ownership adoption and appropriate use (as intended by its designers) in a dedicated ecosystem (School, Hospital …). We propose to classify all these counsels in three main categories: R for Realization, D for Dissemination, and U for Use. By this way, we obtain a model named RDU. In a second step, we explain in detail the methodologies used to identify the fifteen counsels of the RDU model by using seven examples of Serious Games projects taken from a collection of 150

    Scholarship is not just research : Nurturing scholarship in health professions education

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    Peer reviewe

    Designing and implementing online assessment in the clinical workplace

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    Peer reviewe

    Wolf v. State Clerk\u27s Record v. 2 Dckt. 37863

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    https://digitalcommons.law.uidaho.edu/idaho_supreme_court_record_briefs/3778/thumbnail.jp
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