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A serious game to support the ISO 21500 standard education in the context of software project management
16 references·0 citing·30 second hop
A serious game to support the ISO 21500 standard education in the context of software project management (2018)A serious game to support the ISO 21500 s…The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons (2017)The effects of gamification-b…Managing Successful Projects with PRINCE2 (2017)Managing Successful Projects …Shades of Grey: Guidelines for Working with the Grey Literature in Systematic Reviews for Management and Organizational Studies (2016)Shades of Grey: Guidelines fo…A systematic literature review on serious games evaluation: An application to software project management (2015)A systematic literature revie…A Literature Review of Gamification Design Frameworks (2015)A Literature Review of Gamifi…Gamification in software engineering – A systematic mapping (2014)Gamification in software engi…The Gamification of SPICE (2012)The Gamification of SPICEThe Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…DELIVER! – An educational game for teaching Earned Value Management in computing courses (2011)DELIVER! – An educational gam…A guide to the project management body of knowledge (PMBOK guide) (2004)A guide to the project manage…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Project Management With Cpm, Pert and Precedence Diagramming (1983)Project Management With Cpm, …Serious Games (1970)Serious GamesHandbook for the sixteen personality factor questionnaire (16 PF) (1970)Handbook for the sixteen pers…Practical Meta-Analysis (2000)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review (2003)Grey literature: An important resource in systematic reviews (2017)Doing A Systematic Review: A Student’s Guide (2020)Sample Selection in Systematic Literature Reviews of Management Research (2021)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)An iterative scheduling technique for resource-constrained project scheduling (1992)The discrete time-cost tradeoff problem revisited (1995)Simulating Project Work Processes and Organizations: Toward a Micro-Contingency Theory of Organizational Design (1999)Teaching For Quality Learning At University (1999)A Revision of Bloom's Taxonomy: An Overview (2002)The use of flipped classrooms in higher education: A scoping review (2015)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Forecasting Success on Large Projects: Developing Reliable Scales to Predict Multiple Perspectives by Multiple Stakeholders over Multiple Time Frames (2012)Rethinking project management: A structured literature review with a critical look at the brave new world (2014)Relationships between a project management methodology and project success in different project governance contexts (2015)A Retrospective look at our Evolving Understanding of Project Success (2005)Understanding the key risks in construction projects in China (2007)Exploring the value of project management: Linking Project Management Performance and Project Success (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Influence of extraversion and neuroticism on subjective well-being: Happy and unhappy people. (1980)The happy personality: A meta-analysis of 137 personality traits and subjective well-being. (1998)Uses and Gratifications Theory in the 21st Century (2000)
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References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2004A guide to the project management body of knowledge (PMBOK guide)4,323 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 1970Handbook for the sixteen personality factor questionnaire (16 PF)1,609 cited
  • 2016Shades of Grey: Guidelines for Working with the Grey Literature in Systematic Reviews for Management and Organizational Studies993 cited
  • 1970Serious Games921 cited
  • 2017Managing Successful Projects with PRINCE2450 cited
  • 1983Project Management With Cpm, Pert and Precedence Diagramming400 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 2017The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons320 cited
  • 2015A systematic literature review on serious games evaluation: An application to software project management297 cited
  • 2015A Literature Review of Gamification Design Frameworks285 cited

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  • 2011DELIVER! – An educational game for teaching Earned Value Management in computing courses87 cited
  • 2012The Gamification of SPICE83 cited
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