Identifying opportunities to innovate project management education in the digital age
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F49777513%3A23510%2F23%3A43970301" target="_blank" >RIV/49777513:23510/23:43970301 - isvavai.cz</a>
Výsledek na webu
<a href="https://hrcak.srce.hr/clanak/446912" target="_blank" >https://hrcak.srce.hr/clanak/446912</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.30924/mjcmi.28.si.4" target="_blank" >10.30924/mjcmi.28.si.4</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Identifying opportunities to innovate project management education in the digital age
Popis výsledku v původním jazyce
This paper focuses on innovative learning methods (serious games, simulation games, virtual and augmented reality, the learning-by-doing concept, and Massive Online Open Courses) used in project management education. The use of these learning methods in project management education is crucial, as this subject needs to be practiced in real life. This paper aims to examine the current state of research in this area to determine which learning methods are most commonly used in project management education, what impact they have on the ability to learn, and whether these methods are beginning to transfer to the online environment. To this end, a systematic literature review was conducted in the Web of Science database, which resulted in 53 papers. The results show that game-based learning is the most frequently researched method (43 times). The impact of the analysed methods on the ability to learn was found to have been confirmed 23 times, especially in game-based learning research (18 times). On the other hand, the online environment is not predominant, and these methods are mostly taught on-site (28 times).
Název v anglickém jazyce
Identifying opportunities to innovate project management education in the digital age
Popis výsledku anglicky
This paper focuses on innovative learning methods (serious games, simulation games, virtual and augmented reality, the learning-by-doing concept, and Massive Online Open Courses) used in project management education. The use of these learning methods in project management education is crucial, as this subject needs to be practiced in real life. This paper aims to examine the current state of research in this area to determine which learning methods are most commonly used in project management education, what impact they have on the ability to learn, and whether these methods are beginning to transfer to the online environment. To this end, a systematic literature review was conducted in the Web of Science database, which resulted in 53 papers. The results show that game-based learning is the most frequently researched method (43 times). The impact of the analysed methods on the ability to learn was found to have been confirmed 23 times, especially in game-based learning research (18 times). On the other hand, the online environment is not predominant, and these methods are mostly taught on-site (28 times).
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
—
OECD FORD obor
50204 - Business and management
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Management
ISSN
1331-0194
e-ISSN
1846-3363
Svazek periodika
28
Číslo periodika v rámci svazku
20. 12. 2023
Stát vydavatele periodika
HR - Chorvatská republika
Počet stran výsledku
14
Strana od-do
41-54
Kód UT WoS článku
—
EID výsledku v databázi Scopus
2-s2.0-85180198622