A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway
Abstract
:1. Introduction
Paper Objectives
2. Theoretical Background
2.1. Blended Learning
2.2. Game-Based Learning
- contextual information embedded in the dynamics of the game;
- the organic process generated by the game and;
- through the risks, benefits, costs, outcomes and rewards of the alternative strategies that result from decision-making.
3. Components of the Blended Learning Model
- Providing and explaining theoretical concepts.
- Revising case studies and real life projects to illustrate the use of the theoretical concepts in practice. These case studies were either based on literature such as Project Management Case Book [52] or were collected by the author from real life projects conducted in Norway.
- Setting the stage and briefing the class for the in-class gaming exercises.
- Providing debriefing, feedback and summary at the end of the in-class exercises.
“Overall I feel like I learned a lot and the concepts were very well presented. Also, because the lectures are on YouTube it’s easy to go to the videos and check if the understanding was correct.”
- The Tower of Babel,
- The Verdict of The Jury, and
- Project Risk management Game (interactive simulation).
4. In-Class Gaming and Its Qualitative Evaluation
4.1. The Tower of Babel
- The tower should be as tall as possible.
- The tower should be built in the shortest possible time.
- The tower should not be expensive (to use fewest number of sheets).
- The tower should have an attractive design.
- The purpose of the project and what the tower will be used for.
- The real needs that the clients are trying to address by constructing this tower.
- Other stakeholders that might have some needs or expectations that must be met by the tower.
- The environment where the tower will be located.
- No information is given about any other functional or operational requirements that the tower must satisfy.
Group | Height | Time Needed to Complete the Project | Number of Sheets that Will Be Used | Risk Factors |
---|---|---|---|---|
1 | ||||
2 | ||||
3 | ||||
n |
- Vast majority of the groups use the planning session to experiment with the game material, such as trying out different methods to roll the sheets of paper to form a cylinder or truss elements that will be used to build or support the tower. They seem very concerned with figuring out the best way to construct the tower. Very little effort is made to actually identify or find out the functions of tower.
- They use time during planning to come to an agreement on who will do what during the execution phase.
- They seem very eager to start with the execution phase, and some groups use less than the allocated 15 min.
- Very little and sometimes virtually no discussions on what are the needs the client is trying to address by embarking on this project are observed.
- No questions or discussions with the client to identify the operating environment of the tower are observed.
- No questions or discussions to understand the project context, other stakeholders or other contextual requirements are observed.
- Students seem very absorbed by the assignment during both the planning and execution phase.
- The atmosphere within each group seems to be at ease, and no signs of confrontations or hostilities within each group are observed.
- Very few groups actually initiate any type of contact with the client; occasionally they would ask if they can start the execution phase before other groups.
- Most of the risk factors identified by the group focus on technical aspects such as risk of collapse or toppling. Some groups identified other risk factors such as lack of material (sheets of papers or tape), or failing to finish on time or failing to attain the targeted height. Virtually none identify risk factors related to client or other stakeholders’ satisfaction.
- They seem very excited about and proud of their final products.
Observation Statements | Agree | Disagree | Missing |
---|---|---|---|
I was focused on finding a good technical solution. | 94.7% | 3.7% | 1.5% |
I have not thought of the context or what the project will be used for. | 77.6% | 19.4% | 3.0% |
I thought the information provided was sufficient. | 47.5% | 48.5% | 4.5% |
I felt group pressure to begin the “real work” and I got carried away. | 76.2% | 20.9% | 2.2% |
I established my own assumptions to compensate for missing information. | 74.6% | 21.6% | 3.7% |
I am pleased with our results. | 74.5% | 23.1% | 1.5% |
We have involved and collaborated with the client in our decision making process? | 9% | 90% | 1.0% |
“The game changed the way I think about projects.”
“I understand now (at least know) the importance of identifying the goal of the project, and the importance of aligning project stakeholders.”
4.2. Verdict of the Jury
“During the in-class exercise 2 we had very good discussions about our own ideas and assumptions about project success. When the theory was presented later, it was much easier to assess if our evaluation was right or wrong. And also the work process to reach consensus was interesting to see, since the group was large and the members had very different views about the topic.”
“In my opinion, the thinking process required in the exercise demands more time to be able to come up with such systematic thinking. I would include an additional exercise on this topic. Moreover, it is too open to individual interpretations.”
4.3. Risk Management Game (Interactive Simulation)
Work Package | Student Input |
---|---|
Description of the risk factor | |
How do you assess the probability of the risk factor (low, medium high) | |
How do you assess the consequences of the risk factor on for example duration, cost or customer satisfaction | |
What type of measures do you suggest in order to eliminate or reduce the impact of the risk factor on the project |
Conservatism | Failure to Consider New Information or Negative Feedback |
---|---|
Escalation of commitment to a failing course of action | Additional resources allocated to a project that is increasingly unlikely to succeed |
Groupthink | Members of a group under pressure to think alike and to resist evidence that may threaten their view |
Illusion of control | When decision makers conclude that they have more control over a situation than an objective evaluation of the situation would suggest |
Overconfidence | Level of expressed confidence that is unsupported by the evidence |
“Helped me to understand the phases of project, how resources could be allocated, how risk arises and how it should be mitigated. Overall overview of a complete project could be viewed.”
“Learn consequences of your actions. You have to make choices.”
5. Findings from Student Survey
“If I could choose again, I would definitely take this subject (knowing what I know now about the content, activities, structure, requirements and so on).”
Statements | 1 (Low Support) | 2 | 3 | 4 | 5 | 6 (High Support) | Mean |
---|---|---|---|---|---|---|---|
(1) Lectures, assignments and other activities were focused on achieving the learning objectives of the subject. | 0% (0) | 0% (0) | 0% (0) | 12.5% (8) | 32.8% (21) | 54.69% (35) | 5.42 |
(2) Student assistants provided me with good feedback on my assignments that helped my learning in the subject. | 1.59% (1) | 0% (0) | 1.59% (1) | 17.46% (11) | 39.68% (25) | 39.68% (25) | 5.13 |
(3) If I could choose again, I would definitely take this subject (knowing what I know now about the content, activities, structure, requirements and so on). (Learning Experience) | 3.12% (2) | 1.56% (1) | 1.56% (1) | 4.69% (3) | 32.8% (21) | 56.25% (36) | 5.31 |
(4) I am very pleased with my own efforts to learn the subject | 0% (0) | 4.69% (3) | 14.06% (9) | 31.25% (20) | 37.5% (24) | 12.5% (8) | 4.39 |
“I really enjoyed this course! The course itself is very interesting and something I will use in my job. But I must say that the course changed a rough Monday to a fun and exciting start of the week!”
Method | 1 (Low) | 2 | 3 | 4 | 5 | 6 (High) | Mean |
---|---|---|---|---|---|---|---|
In-class gaming | 0% (0) | 1.56% (1) | 4.69% (3) | 15.62% (10) | 42.19% (27) | 35.94% (23) | 5.06 |
Lectures | 1.56% (1) | 1.56% (1) | 3.12% (2) | 10.94% (7) | 43.75% (28) | 39.06% (25) | 5.11 |
Exercises | 1.56% (1) | 1.56% (1) | 3.12% (2) | 23.44% (15) | 42.19% (27) | 28.12% (18) | 4.88 |
Company presentations | 9.38% (6) | 25% (16) | 34.38% (22) | 17.19% (11) | 7.81% (5) | 6.25% (4) | 3.08 |
Video lectures on YouTube | 0% (0) | 4.69% (3) | 15.62% (10) | 20.31% (13) | 23.44% (15) | 35.94% (23) | 4.7 |
Kahoot | 1.56% (1) | 0% (0) | 1.56% (1) | 12.5% (8) | 31.25% (20) | 53.12% (34) | 5.31 |
Quizzes posted on itslearning | 9.84% (6) | 6.56% (4) | 22.95% (14) | 29.51% (18) | 18.03% (11) | 13.11% (8) | 3.79 |
Guest lectures | 12.5% (8) | 26.56% (17) | 23.44% (15) | 18.75% (12) | 15.62% (10) | 3.12% (2) | 3.08 |
Text book | 1.59% (1) | 4.76% (3) | 15.87% (10) | 22.22% (14) | 38.1% (24) | 17.46% (11) | 4.43 |
Lecture notes | 4.84% (3) | 4.84% (3) | 6.45% (4) | 22.58% (14) | 40.32% (25) | 20.97% (13) | 4.52 |
Additional papers | 6.45% (4) | 12.9% (8) | 25.81% (16) | 35.48% (22) | 11.29% (7) | 8.06% (5) | 3.56 |
“Great course, good way to teach to my mind. Students are invited to participate and are really involved in the lessons.”
6. Conclusions
- Gaming exercises are unique tools that can be used to challenge perceptions and pre-made assumptions about project work. One important condition for applying this method is giving feedback to the students. The actual learning and reflection takes place during the feedback and debriefing session. This session should therefore be planned carefully.
- We recommend that the core pedagogics of these games should be based on demonstrating how the lack (or presence) of certain skills, knowledge, traits and attitudes can impact project performance. This is an important factor in creating a sense of involvement and to motivate them to learn.
- We have experienced that the main challenge related to the use of gaming is the size of the group. In order for games to be effective, the instructor should try to give feedback and comment on the performance of each group. This is particularly difficult if the group is large. This problem could be addressed using the student response system Kahoot to collect students’ individual responses after the game, namely to make sure that everyone was heard.
- The student response system Kahoot also provides an excellent tool that involves students during repetition and recapping sessions at the start of each lecture. We believe Kahoot is unique because it lowers the threshold for participation. Each student can join freely and answer (or choose not to answer) without fearing the embarrassment of giving the wrong answer or not answering at all.
- The classroom should be seen as a hub where all the instructional methods meet and cross each other, live lectures should be seen as the means to capitalize on these diverse methods, a means for explaining concepts, providing feedback, summarizing lessons learned, a place for activating the students, setting requirements and of course encouraging and motivating students.
- There is a need to support all these activities with additional support methods. These include assignments, written feedback to assignments, videos on YouTube, handouts, textbook and of course a learning management system. Based on the experiences gained, the author believes the most important success factor of using a blended learning approach is to emphasize the role of learners as contributors to the learning process. We end the conclusion with a quotation from one of the students who took the survey:“All in all I liked the subject and the learning outcomes a lot. The in-class gaming exercises were really helpful, as well as the hand-in exercises, to repeat the lecture’s topics. Starting with Kahoot was always fun. I learned a lot and it was always a motivation for me to make sure to be in time for the class. Also the videos on YouTube were helpful to repeat the lectures at home. Thank you for a great semester.”
Acknowledgments
Conflicts of Interest
References
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Hussein, B.A. A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway. Educ. Sci. 2015, 5, 104-125. https://doi.org/10.3390/educsci5020104
Hussein BA. A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway. Education Sciences. 2015; 5(2):104-125. https://doi.org/10.3390/educsci5020104
Chicago/Turabian StyleHussein, Bassam A. 2015. "A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway" Education Sciences 5, no. 2: 104-125. https://doi.org/10.3390/educsci5020104
APA StyleHussein, B. A. (2015). A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway. Education Sciences, 5(2), 104-125. https://doi.org/10.3390/educsci5020104