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dc.contributor.authorGhapanchi, Amir Hossein
dc.contributor.authorAmrollahi, Alireza
dc.date.accessioned2017-05-03T16:08:23Z
dc.date.available2017-05-03T16:08:23Z
dc.date.issued2014
dc.identifier.issn22137149
dc.identifier.doi10.2991/itmr.2014.4.2.2
dc.identifier.urihttp://hdl.handle.net/10072/65152
dc.description.abstractSerious games (SG) and Game-Based Learning (GBL) have frequently used for teaching purpose in different courses including Information Technology (IT). However, qualitative studies of students' experience in using this approach have been subject of less attention in the related literature. The current study employs a qualitative approach to gain insight on students' opinion after using the SGs in an IT course. The study particularly pays attention to potential opportunities and challenges of using the approach in IT course. Moreover, we asked students' about the possible skills which they learnt through use of SGs. Fifty four students participated in a written survey which contained three open-ended questions about students' experience in using this approach. After analysis of the results three groups of opportunities (learning outcome, engagement, and real life opportunity), three groups of challenges (learning curve, capacity of learn, and design of the game), and six groups of possible skills (human resource management, resource management, leadership, management and business skills, strategic skills, and technical knowledge) are recognised according to students' experience. This study concludes with some implications for practice and research.
dc.description.peerreviewedYes
dc.description.publicationstatusYes
dc.format.extent684889 bytes
dc.format.mimetypeapplication/pdf
dc.languageEnglish
dc.language.isoeng
dc.publisherAtlantis Press
dc.publisher.placeFrance
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofpagefrom78
dc.relation.ispartofpageto86
dc.relation.ispartofissue2
dc.relation.ispartofjournalThe International Technology Management Review
dc.relation.ispartofvolume4
dc.rights.retentionY
dc.subject.fieldofresearchInformation Systems Management
dc.subject.fieldofresearchcode080609
dc.titleSerious Games in an Information Technology Course: Opportunities, Challenges, and Outcomes
dc.typeJournal article
dc.type.descriptionC1 - Articles
dc.type.codeC - Journal Articles
dcterms.licensehttp://creativecommons.org/licenses/by/3.0/
gro.facultyGriffith Sciences, School of Information and Communication Technology
gro.rights.copyright© The Author(s) 2014. This is an Open Access article distributed under the terms of the Creative Commons Attribution 3.0 Unported (CC BY 3.0) License (http://creativecommons.org/licenses/by/3.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
gro.hasfulltextFull Text
gro.griffith.authorGhapanchi, Amir Hossein H.
gro.griffith.authorAmrollahi, Alireza


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