Ball Point Game: Playing or Learning Agile Project Management?

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Titel: Ball Point Game: Playing or Learning Agile Project Management?
Autoren: Fioravanti, Maria Lydia, Nunes Avellar, Gustavo Martins, Oliveira Romeiro, Bruna, Goncalves Rezende, Bruna, Francine Barbosa, Ellen, Moreno Sánchez-Capuchino, Ana María
Quelle: IEEE Access, ISSN 2169-3536, 2025-01-01, Vol. 13
Archivo Digital UPM
Universidad Politécnica de Madrid
IEEE Access, Vol 13, Pp 135-148 (2025)
Verlagsinformationen: Institute of Electrical and Electronics Engineers (IEEE), 2025.
Publikationsjahr: 2025
Schlagwörter: Experiential learning, Informática, Skills development, experiential learning, Software engineering education, Educación, Case study, TK1-9971, case study, educational game, Educational game, Empirical evaluation, Agile project management, Electrical engineering. Electronics. Nuclear engineering, Agile software development, empirical evaluation, Agile management education
Beschreibung: Agile project management has become essential in modern enterprises, particularly in the software industry, due to its flexibility and adaptability. This paper presents an empirical evaluation of the Ball Point Game (BPG), a non-digital serious game designed to teach Agile project management principles. The evaluation is based on three case studies conducted with undergraduate students at the University of S & atilde;o Paulo, aiming to explore the following aspects: ability to compare traditional methods and Agile methods; educational effectiveness, particularly regarding player experience and perceived learning; and skills development or improvement. The results indicate that the BPG effectively allows students to properly understand the pros and cons of Agile methodologies, fosters essential project management skills, and provides a positive and engaging learning experience. The BPG proved to be an effective tool for experiential learning by allowing students to go through all stages of the experiential learning cycle. This approach not only made learning more engaging, but also helped students develop essential skills for Agile project management. The study highlights the potential of educational games to bridge the gap between theoretical knowledge and hands-on activities, making them valuable tools in Agile management education. Our work has as novel element the integration of both game-based learning and experience-based learning approaches to teach Agile project management.
Publikationsart: Article
Dateibeschreibung: application/pdf
ISSN: 2169-3536
DOI: 10.1109/access.2024.3521237
Zugangs-URL: https://oa.upm.es/89307/
https://doaj.org/article/a82cd089b27e4ba3a5218ca3d2d4abf7
Rights: CC BY
Dokumentencode: edsair.doi.dedup.....6235890c7583c9a7af70a9259d95def1
Datenbank: OpenAIRE
Beschreibung
Abstract:Agile project management has become essential in modern enterprises, particularly in the software industry, due to its flexibility and adaptability. This paper presents an empirical evaluation of the Ball Point Game (BPG), a non-digital serious game designed to teach Agile project management principles. The evaluation is based on three case studies conducted with undergraduate students at the University of S & atilde;o Paulo, aiming to explore the following aspects: ability to compare traditional methods and Agile methods; educational effectiveness, particularly regarding player experience and perceived learning; and skills development or improvement. The results indicate that the BPG effectively allows students to properly understand the pros and cons of Agile methodologies, fosters essential project management skills, and provides a positive and engaging learning experience. The BPG proved to be an effective tool for experiential learning by allowing students to go through all stages of the experiential learning cycle. This approach not only made learning more engaging, but also helped students develop essential skills for Agile project management. The study highlights the potential of educational games to bridge the gap between theoretical knowledge and hands-on activities, making them valuable tools in Agile management education. Our work has as novel element the integration of both game-based learning and experience-based learning approaches to teach Agile project management.
ISSN:21693536
DOI:10.1109/access.2024.3521237