Abstract

This research, when complete, will represent a prototype of the development of a virtual teaching case and the use and assessment of the initial versions of research instruments whose aim is the assessment of this new form of teaching case, or any type of teaching case, with regards to learning efficacy, gains, satisfaction, and environment. The purpose of this virtual teaching case (that is, a teaching case, embedded within a virtual world) is to leverage the rich heritage of casebased teaching while helping today’s students to learn by providing a more engaging environment where these students (experienced with multiplayer computer games and the Internet) can collaboratively practice project management skills such as planning scopes of work, schedules, and budgets—skills they have already learnt in class. In a virtual teaching case, students can experience the challenges of discovering problems; collaboratively creating, judging, and transforming resolutions; and reacting to changing circumstances.

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