Could not download file: This paper is available to authorised users only.

USING A CARDS GAME TO TEACH AND LEARN PROJECT MANAGEMENT

C. Torres-Machí1, M. Picornell2, E. Pellicer1, D. Eaton3

1Universitat Politècnica de València (SPAIN)
2Nommon Solutions and Technologies (SPAIN)
3University of Salford (UNITED KINGDOM)
The student’s motivation and the active participation in class are factors that significantly influence in the achievement of the learning objectives. In this article an innovative project management teaching method created by the Arizona State University is shown. It is based on a 52-action-card game that motivates students to participate in the learning experience. The objective of the game is to solve the problems that arise during the management of a project that is behind schedule and over budget. Students select by consensus 10 of the 52 cards. Each card provides a different solution to the same problem. Depending on the chosen cards, students can be classified according to their leadership style and management approach. The results, as well as the analysis, of several successful experiences with project management students at the Universitat Politècnica de València (Spain) are displayed in this paper.