Logo PTI
Polish Information Processing Society
Logo FedCSIS

Annals of Computer Science and Information Systems, Volume 8

Proceedings of the 2016 Federated Conference on Computer Science and Information Systems

Designing effective educational games - a case study of a project management game


DOI: http://dx.doi.org/10.15439/2016F434

Citation: Proceedings of the 2016 Federated Conference on Computer Science and Information Systems, M. Ganzha, L. Maciaszek, M. Paprzycki (eds). ACSIS, Vol. 8, pages 16571661 ()

Full text

Abstract. This paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the players' understanding of the game mechanics and logic, their engagement and emotional state. Then we confronted it with the educational effects achieved. In this case study the key identified factors of educational effectiveness were: understanding game mechanics, player's engagement, and feeling of control. Invoking other desired emotions was not required for effective education, which was also generally unrelated to the player's initial knowledge.


  1. L. W. Anderson, D. R. Krathwohl, P. W. Airasian, K. A. Cruikshank, R. E. Mayer, P. R. Pintrich, J. Raths, and M. C. Wittrock, A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives, Abridged Edition, Pearson, 2000
  2. C. Abt, Serious Games, University Press of America, 2002
  3. D. Novick, J. Vicario, B. Santaella, I. Gris, “Empirical analysis of playability vs. Usability in a computer game,” LNCS vol. 8518, PART 2, Springer Verlag, 2014
  4. ISO 9241-210:2010 Ergonomics of human-system interaction -- Part 210: Human-centred design for interactive systems, ISO, 2010.
  5. ODiTK Symulator Biznesu Sp. z o.o., http://www.symulator.oditk.pl/ [retrieved May 2016]
  6. R. Charney, That Project Management Game, http://thatpmgame.com/ [retrieved May 2016]
  7. A. Gkritsi, “Scrum Game: An Agile Software Management Game,” M.S. thesis, School of Electronics and Computer Science, Univ. of Southampton, Southampton, UK, 2011.
  8. K. Isbister, and N. Schaffer, Game Usability: Advancing the Player Experience, CRC Press, 2008
  9. P. Mirza-babaei, “Biometrics to improve methodologies on understanding player's gameplay experience,” in Proc. 25th BCS Conference on Human-Computer Interaction, Swinton, UK, 2011, pp. 546–549.
  10. E. Parodi, M. A. Bedek, P. Seitlinger, M. Vannucci, C. Jennett, M. Ruskov, and J. M. Celdran, “Analysing players' performance in serious games”, International Journal of Technology Enhanced Learning (IJTEL), vol. 6, no. 3, 2014, pp. 237–248.
  11. A. Raabe, E. Santos, L. Paludo, and F. Benitti, “Serious Games Applied to Project Management Teaching,”, in Handbook of Research on Serious Games as Educational, Business and Research Tools, IGI Global, Hershey, PA, 2012, pp. 668–692.
  12. A. P. Vermeeren, E. L. C. Law, V. Roto, M. Obrist, J. Hoonhout, and K. Väänänen-Vainio-Mattila, “User experience evaluation methods: current state and development needs,” in Proc. 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, ACM, 2010, pp. 521-530.
  13. W. Albert and T. Tullis, Measuring the user experience: collecting, analyzing, and presenting usability metrics, Newnes, 2013
  14. H. I. Ahn and R. Picard, “Measuring Affective-Cognitive Experience and Predicting Market Success”, IEEE Transactions on Affective Computing, vol. 5, no. 2, 2014
  15. P. Lew, L. Olsina, P. Becker, and L. Zhang, “An integrated strategy to systematically understand and manage quality in use for web applications,” Requirements Engineering, vol. 17, no. 4, 2012, pp. 299-330.
  16. A. Kołakowska, A. Landowska, M. Szwoch, W. Szwoch, M. Wróbel, “Emotion recognition and its applications”, Human-Computer Systems Interaction: Backgrounds and Applications 3, Springer, 2014, pp. 51-62.
  17. J. Miler and H. Wesołowska, “Improvement of Task Management with Process Models in Small and Medium Software Companies,” in thProc. 19 EuroSPI Conference, CCIS Systems, Software and Services Process Improvement, vol. 301, Springer, 2012, pp. 145-156.
  18. J. Miler, “A Method of Software Project Risk Identification and Analysis,” Ph. D. thesis, Faculty of Electronics, Telecommunications and Informatics, Gdansk Univ. of Techn., Gdansk, Poland, 2005.
  19. R. Piechowski, D. Płatek, A. Wasik, S. Grabowska, “Educational game on project management”, B.Sc. thesis, Faculty of Electronics, Telecommunications and Informatics, Gdansk Univ. of Techn., 2014.
  20. A. Landowska, J. Miler, “Limitations of Emotion Recognition in Software User Experience Evaluation Context,” in Proc. of FedCSIS, 2016, accepted for publication
  21. A. Landowska, “Emotion monitor-concept, construction and lessons learned,” in Proc. of Federated Conference on Computer Science and Information Systems (FedCSIS), 2015, pp.75-80.
  22. A. Kołakowska, A. Landowska, M. Szwoch, W. Szwoch, M. R. Wróbel, “Modeling emotions for affect-aware applications,” in Wrycza S. Information Systems Development and Applications, 2015, pp. 55-64.