Cristin-resultat-ID: 41078
Sist endret: 11. juni 2015, 12:35
Resultat
Vitenskapelig Kapittel/Artikkel/Konferanseartikkel
2010

Exploring key aspects influencing project participants behavior in early phase using in-class gaming simulation

Bidragsytere:
  • Bassam A. Hussein

Bok

Om resultatet

Vitenskapelig Kapittel/Artikkel/Konferanseartikkel
Publiseringsår: 2010
Sider: 91 - 100
ISBN:
  • 9788864930046

Beskrivelse Beskrivelse

Tittel

Exploring key aspects influencing project participants behavior in early phase using in-class gaming simulation

Sammendrag

The goal of this paper is demonstrate the potentials of gaming simulation as a research method in project management using continuing and further education CFE classroom as an arena for both learning and research. Gaming simulation is used for identifying key aspects that govern project participants attitude in early phase. To achieve this goal the research was conducted in 2 phases. In the initial phase, and through 4 rounds of in-class gaming, observation and self assessment, a list of aspects that were observed by the participants and grouped and categorized by the author were produced. 7 independent key aspects were identified after the first phase of the research and qualified as the basis for the second round of experiments. In the second round of in-class gaming participants were asked to select which of these aspects have been dominant in the way they responded to the game. The purpose was to extract the more critical aspects that participants observed as significant during gaming, and if probably addressed they would be able to perform better. The results were then statistically analyzed in order to conclude that 3 out of 7 aspects are significant. These aspects are; 1) tendency to over focus on the technical solution, 2) tendency to make own assumptions during planning and execution, 3) effect of personal emotions, such as fear, diffidence, competitiveness, eagerness and finally cultural barriers. Three other less significant contextual aspects where also identified. These are; 1) lack of project competence, 2) time pressure, and 3) uncertainty or confusion because of the quality of information or inability to comprehend information. The results obtained using gaming as research method are consistent with previous published literature. The paper concludes that gaming simulation could be used in project management research. Threats to validity and reliability can be controlled to a satisfactory level if the game design and configuration guarantee adequate level of realism and insight

Bidragsytere

Aktiv cristin-person

Bassam Hussein

Bidragsyterens navn vises på dette resultatet som Bassam A. Hussein
  • Tilknyttet:
    Forfatter
    ved Institutt for maskinteknikk og produksjon ved Norges teknisk-naturvitenskapelige universitet
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