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Chapter 76
DOI: 10.4018/978-1-4666-4153-2.ch076
INTRODUCTION
In this chapter we present our experience from
research conducted to elucidate how to develop
serious games and use them in teaching and
learning. Our research focus has been producing
educational software to support the teaching of
topics related to the formation of professionals in
the area of Information Technology.
The group of researchers of the Applied
Computer Science master degree program at
UNIVALI has been developing and evaluating
educational games (or serious games) to aid the
learning of topics related to software engineering.
In former research we have produced games for
themes such as:
• Life cycle models (Benitti and Molléri,
2008),
• Measurement of software quality
(Wangenheim, Thiry and Kochanski,
2009), and
• Software testing (Silva, 2010; Diniz, 2010).
Our motivation for using games as educational
resources consider the following aspects:
André Raabe
Universidade do Vale do Itajai, Brazil
Eliana Santos
Universidade do Vale do Itajai, Brazil
Lauriana Paludo
Universidade do Vale do Itajai, Brazil
Fabiane Benitti
Universidade do Vale do Itajai, Brazil
Serious Games Applied to
Project Management Teaching
ABSTRACT
The main focus of this chapter is to report studies that explain how to develop serious games and use
them in teaching and learning. The focus has been on undergraduate teaching, experience with which
the authors detail in this chapter related to the topic of Project Management. This contribution aims to
share experiences and also to assess what has been done by proposing a set of recommendations for
development and use of serious games in teaching practices in undergraduate education.