1427 Copyright © 2013, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. 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.