0000000000548298

AUTHOR

Rune Andersen

showing 2 related works from this author

Teaching Students to Learn

2016

Proceedings of the 8th International Conference on Computer Supported Education
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Lessons Learned from Implementing a Serious Game in Higher Education – A Student and Trainer Perspective

2020

Serious games (SGs) have shown great potential as student-active learning tools in education, as they enable experimentation with practice-related work environments and systems that may otherwise be challenging and/or impractical to facilitate in an educational institution. However, existing instructional design models are limited in use when it comes to how to implement and integrate SGs within the existing curricula. Furthermore, the trainer perspective is often neglected in literature about serious games. The aim of this study was to explore the experiences of both students and trainers after the implementation and use of a SG in a master level course in project management (PM). Data was…

Knowledge managementbusiness.industryInstructional designTrainerComputer scienceDebriefingUsabilitybusinessEducational institutionFocus groupCurriculumUser interface design
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