10.25394/PGS.7381859.v1 Sreemoyi Debroy Sreemoyi Debroy CAN SIMULATION SOFTWARE INTEGRATED WITH GAMIFICATION ENHANCE STUDENTS’ UNDERSTANDING OF PROJECT EXECUTION CONCEPTS BY IMPROVING LEARNING OUTCOMES? Purdue University Graduate School 2019 gamification increase engagement Technology not elsewhere classified 2019-01-03 21:03:06 Thesis https://hammer.purdue.edu/articles/thesis/CAN_SIMULATION_SOFTWARE_INTEGRATED_WITH_GAMIFICATION_ENHANCE_STUDENTS_UNDERSTANDING_OF_PROJECT_EXECUTION_CONCEPTS_BY_IMPROVING_LEARNING_OUTCOMES_/7381859 This research study explores the gamification of SandBoxModel's Project Team Builder, a project management simulation software. Scope, time and cost are the three constraints of project management with quality being the fourth dimension. The software provides a simulated environment where the students are responsible for handling the aforementioned constraints with the objective of executing a complete project. The software is used to teach project management concepts to students who take the CNIT 480 - Managing Information Technology Projects course at Purdue University. The perception survey was used to analyze whether gamification had a significant effect on student understanding of project execution concepts. The triple constraint survey was used to analyze students' level of comprehension regarding the triple constraints after using the simulation software. Gamification was not a success in enhancing project execution concepts since no significant differences were found in student perceptions on comparing the data of the three semesters. However, simulation independent of gamification was successful in improving students' understanding of triple constraint. <br>