<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Potentials of Applying Gamification in Teaching Project Management</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kristina Magylaitė</string-name>
          <email>kristina.magylaite@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lina Čeponienė</string-name>
          <email>lina.ceponiene@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Systems, Kaunas University of Technology Informatics faculty</institution>
          ,
          <addr-line>Kaunas</addr-line>
          ,
          <country country="LT">Lithuania</country>
        </aff>
      </contrib-group>
      <fpage>73</fpage>
      <lpage>77</lpage>
      <abstract>
        <p>-Currently, gamification is applied in various contexts, especially in education area. In this paper, the principles of gamification are applied for improving the process of teaching Earned Value Analysis. Earned Value Analysis is a special technique, used in project management for evaluating the state of the project. This technique is taught in the course for graduate students and the existing teaching process can be improved for increasing student motivation and engagement. Our proposed solution is a computer game, which will help to gamify the learning of EVA.</p>
      </abstract>
      <kwd-group>
        <kwd>gamification</kwd>
        <kwd>education</kwd>
        <kwd>project management</kwd>
        <kwd>Earned Value Analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Students’ motivation during the learning process is very
important to master the subject [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Motivation inspires and
gives a goal that can be achieved through certain activities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
To increase students’ engagement into the learning process, it
would be useful to apply gamification as a teaching method. This
would allow students to enjoy the learning process rather than
simply solve problems that are presented in a form, which is not
interesting enough [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Gamification can be used as a tool for
education and business training [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The most important
objective of gamification is to turn daily activities into learning
opportunities by encouraging participants to think like in a
game. A game is an independent unit that consists of elements,
has a clear goal, a defined start and end, established winner
status and the ability to overcome the challenge through several
attempts [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Educational community explored the effectiveness
of games as a learning tool, and one of the way of using games
in education is gamification [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Graduate students of the Information Systems study
programme at the Kaunas University of Technology have a
course "Information Systems Project Management
Technologies". The course curriculum focuses mainly on
software project management, which is defined as the
application of knowledge, skills, tools and methods for project
tasks in order to meet project requirements [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Project cost
control helps to ensure that the project does not exceed the
budget and at the same time is not exceeding the duration or
reducing the quality. The method for measuring such factors is
Earned Value Analysis (EVA) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. One of the aims of the course
is teaching to apply Earned Value Analysis. Teaching method
used to explain how to solve EVA problems is not interesting
enough, because the problems are presented to students as a
simple calculation exercise, i.e. students calculate and write on
      </p>
    </sec>
    <sec id="sec-2">
      <title>Copyright held by the author(s). 73</title>
      <p>
        Most commonly used components are: points that are the
main digital measure of success in a game and show player
progress; levels that shows to players their progress during the
game; leaderboards that show player progress as compared to
rivals [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]; badges that visual represent achievements; virtual
goods that are game assets that you can buy for virtual or real
money [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. These core components realize mechanics of the
game, which affect the players experience in the game [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
encourage player next action and participation in the game [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Various authors present basic elements of mechanics and most
popular are feedback that is information about the player, how
he is doing at the moment, challenges that are puzzles or other
tasks that require effort to solve, rewards that are grades for
achievements and chance that is a random element [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] which
create a sense of uncertainty and interest [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Each element of
mechanics is a way to achieve dynamics, for example, a
randomly received award can affect emotions of the player
stimulate the sense of curiosity and happiness [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Authors
present these elements of dynamics such as, emotions that are a
player's experience and includes: curiosity, competitiveness,
frustration, happiness [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], narrative that is a coherent and
engaging storyline and progress that is a player's advancement,
which increases when the player knowledge grows [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>These game elements help to increase player engagement
and motivation, makes the game fun, that’s why they are used in
the proposed game for teaching EVA. The main purpose of this
paper is to define the strategy of applying analysed gamification
methods and tools to the process of teaching Earned Value
Analysis.</p>
      <p>The rest of the paper is organized as follows. The second
section analyses related work in the area of gamification in
education, case studies on applying gamification in education
and gamification of teaching Earned Value Analysis. The third
section presents the proposed solution for teaching EVA. Lastly,
the fourth section presents the conclusion and outlines the future
work.</p>
    </sec>
    <sec id="sec-3">
      <title>II. RELATED WORK</title>
      <sec id="sec-3-1">
        <title>A. Methods of gamification in education</title>
        <p>
          Methods of gamification must convey appropriate
knowledge, which depends on the level of learner's
understanding, so in order to avoid learner's frustration, it is
necessary to choose the proper logic of the game operation [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
Game must not cause anxiety or boredom, therefore, it is
necessary to maintain a balance between these psychological
states [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          According to Karl M. Kapp [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] human knowledge is divided
into declarative knowledge, when information can be learned
only by remembering it (e. g. facts and concepts), conceptual
knowledge, when information is learned by linking it with other
information (e. g. definitions with concepts) and rules-based
knowledge, when concepts or definitions have certain rules.
Gamified learning process can help to teach starting with the
basic facts and concepts, then proceeding to definitions and
eventually the rules. There are some methods of gamification
used to teach facts, definitions, concepts and rules. According to
these methods there are game types suggested. Facts and
definitions may be taught by using the Association method when
a word or a term is linked to its definition. Suggested game types
for this method could be Sorting, when a player needs to place
content into the right place, or Matching, when a player has to
associate an image or a fact to another image or a fact. The
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Examples and Non-examples method can be used to teach</title>
        <p>concepts when presenting content-related examples or
nonexamples and a game type suggested could be Experiencing the
Concept. In this game type, the player can experience certain
content that he learns. Rules may be taught by using Provide
Examples method, which illustrates the rule in action. It is an
appropriate method for conveying cause and impact
relationships. The second method for teaching rules is the Role
Play method, in which the player plays a role that must apply
certain rules to specific situations. For these methods the game
type suggested could be Board Games. Board games allow a
player to apply the rules using questions with multiple choice
answers, that requires for rules to be set or applied in certain
situations.</p>
      </sec>
      <sec id="sec-3-3">
        <title>B. Case studies on applying gamification in education</title>
        <p>Gamification is used in various environments. In this
research, the solutions of gamification in educational process are
analysed in more detail. Various researchers have applied
gamification to their activities aiming to analyse the effects and
benefits of gamification in learning contexts.</p>
        <p>
          Scientists of the Brazilian Federal University of Santa
Caterina, led by Prof. Dr. Christiane Gresse von Wangenheim
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] developed a board game, named “Deliver!” with the
objective to teach students in project management courses to
monitor and control a project using Earned Value Analysis. The
total game duration is around 90 minutes and, ideally, there are
four players in pairs playing on one game board. Each pair has
to plan project’s human resources, duration, costs and the results
of the planning has to be documented in the project plan. During
the game, each pair rolls a dice simulating the execution of the
project. Depending on the number of the dice rolled, the pair
should take a risk card or advance on the game board in spaces.
At each milestone between project phases, the pair must monitor
and control the project execution using EVA. The winners are
the ones who arrive on the game board space “delivery” without
running out of money.
        </p>
        <p>
          The game has been applied in the Software Project
Management course at the Federal University of Santa Catarina.
The research showed that the game had a positive effect in
learning process because it engaged students in the lecture.
Christiane Gresse von Wangenheim states that this teaching
method can complement the student's learning process.
Professor Guillermo Montero Fernández-Vivancos [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] uses
this game at project management courses at the University of
Seville. According to student feedback, the game helps to
increase students' interest and motivation during the lectures.
        </p>
        <p>
          Dicheva, Irwin, and Dichev [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] provide the OneUp
Learning Platform that supports the use of gaming elements in
training courses. This platform is customizable for each course
because it allows to configure course structure, game elements
and create challenges. Platform uses these game elements:
points that are divided into skill points, challenge points and
activity points, badges that are given for mastery of skills:
“Novice”, “Journeyman”, Expert” and “Master”, levels that
unlock new challenges, leaderboards, avatars, virtual currency,
feedback and freedom to fail. There is a bank of rules in which
teacher can add the desired rules. An anonymous study was
carried out involving 15 participants (students and lecturers).
During the study, participants were assigned tasks that depended
on the type of participant. Participants also had to answer the
questions and submit their observations. The results of the
surveys demonstrated that the OneUp Learning platform could
successfully motivate and involve students.
        </p>
        <p>
          Researchers of the University of Valladolid [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] apply
gamification in a parallel programing course. This course is
extensive and students often lack the motivation to learn, so it
was decided to gamify the course in order to increase students'
interest and engagement. Separate students’ groups must create
a program that is evaluated according to the execution time. It is
decided to use the leaderboards. Gamified course uses awards,
which are delivered using the Moodle platform. They are
rewarded for well-written program and also for attending the
course. They also use badges as rewards: bronze, silver and gold.
The Tablón system was created to gamify the learning process,
which allowed to control the execution of the students’ program
code and ranking the students’ programs in the leaderboard
accordingly. Tablón system was also used to assess and rank
students by the program source code correctness and execution
speed. Student activity and behaviour data was also logged. The
usefulness and engagement of Tablón was measured and the
leaderboard for competitiveness, students’ satisfaction and
marks was analysed. The results of the study showed that the
course was successful in terms of student motivation, interest,
learning and final grades.
        </p>
        <p>
          Ryder and Machajewski [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] developed an app named "UIC
German" for gamification of the German language teaching.
Students can create their avatar, perform various tasks, receive
points for them and view leaderboards. Students who have
accumulated a lot of points can exchange them for the certain
bonuses. This app supports the import of Duolingo results, in
which points are assigned. Duolingo – gamified free
languagelearning platform created by professor Luis Von Ahn and his
graduate student Severin Hacker [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Duolingo is publicly
available since 2012 and has over 300,000 users, and since 2016
offers 59 different courses for 23 languages. This system uses
the following game elements: virtual currency, called Lingot,
leaderboards, levels and badges. Huynh, Zuo, and Iida [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]
claim that badges are the most important element of
gamification, because they are combined with the content of the
training course and are used to increase the player's motivation
in language learning.
        </p>
        <p>Based on the related work, only the EVA board game
"Deliver!" is the most suitable for teaching Earned Value
Analysis. The other analysed solutions use gamification
elements more extensively than "Deliver!", but they are not
suitable for EVA teaching. Only some of the features in analysed
case studies can be tailored to the EVA teaching process. Unlike
the EVA board game, the proposed teaching process will be
computerized. We are planning to use points, levels, badges,
leaderboard and virtual currency for teaching EVA. Duration is
also important in gamification of teaching. The EVA board
game "Deliver!" has the shortest duration, as it is intended to
play the game during a lecture. As the OneUp Learning Platform
and the parallel programming course gamified the entire course
of a particular subject, the duration of the training is a semester,
since most of the time, university courses last one semester. The
duration of using the "Duolingo" is uncertain as the students
learn independently, not in the university, therefore, the duration
depends on the student. The duration of the single proposed
EVA learning game may be short, like the EVA board game, but
the game will be used to gamify the whole learning process,
which is planned to take about 3 weeks. All computerized
solutions gamified the entire course, however the main aim of
our research is not gamifying the course but gamifying only the
EVA learning process.</p>
      </sec>
      <sec id="sec-3-4">
        <title>C. Gamification of teaching Earned Value Analysis</title>
        <p>
          To find out how to utilize gamification for teaching EVA, it
is first necessary to analyse the basic formulas of EVA and EVA
teaching process itself. According to PMBOK guide [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], the
purpose of Earned Value Analysis is to evaluate the project
current and final results by linking the calculation of three main
metrics for each project activity. Planned value (PV) is the work
budget, which is planned to spend on certain activities over a
certain period. Actual cost (AC) is the money spent on certain
activities performed over a certain period. Earned value (EV) is
the value of performed activities. These three metrics are used
together to determine whether an activity is being executed as
planned [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. By using these metrics, variances and performance
indicators are calculated. Cost variance (CV) estimates the
difference between the budgeted costs and the actual cost of the
work performed [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Schedule variance (SV) compares the
planned work with the actual work performed [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Cost
performance index (CPI) shows how effective the project costs
are spent [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Schedule performance index (SPI) shows how to
effectively use project time [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Project execution indicators
values show how scheduled work and budget are followed [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          Assessment of the likely quantitative result is applicable for
project duration and cost [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Estimate at Completion (EAC)
shows the final cost of the project, if the current project
performance is going to continue, and Estimate to Complete
(ETC) indicates the costs required to complete the project [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>By calculating these metrics, we can find out, which
project’s tasks are on schedule, and which are behind it, which
tasks are over budget and which are on it. Thus, it is possible to
evaluate the situation for each project’s task separately and the
overall condition of the project. Students in project management
course solve EVA problems by calculating these metrics, and
gamification of the problem solving process can help to increase
their engagement into the learning process. At present, EVA
metrics calculation tasks are presented as simple exercises,
which students solve manually on the sheet of paper. Theory and
formulas of EVA are introduced to the students and using that
information, students must calculate necessary metrics for filling
in the missing values in a table. These values are later used for
defining the state of the project.</p>
        <p>
          Rory Burke [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] presents a systematic method for filling the
EVA table. In EVA table columns have EVA metrics and the
rows contain project tasks. Available project data (planned
budget, percentage complete, actual cost) are presented at the
intersection of the rows and columns. The EVA table is filled in
a particular order: at first, PV and EV for each project task are
determined and then the rest of the metrics for each project task
are calculated. Finally, the values of PV, EV and AC columns
are aggregated and based on the results obtained the values of
SV, CV and EAC are calculated for the entire project.
        </p>
        <p>In our analysed project management course, students use the
similar method for filling the EVA table. The table is presented
to the students to fill in the calculated EVA metrics. Overall
work PV, performance plan to this day, AC and real
performance percentage to this day are given in the table. After
calculating the metrics and completing the table, students write
conclusions about the project status and situation of the project
tasks (e.g. which tasks are behind the schedule or over the
budget). The problem with this learning process is that some
students lack motivation to master the Earned Value Analysis
and thus are not prepared enough for the exam. The EVA
presentation in another form can help increase students’
motivation. To gamify learning of EVA, it would be useful to
apply such gamification elements as points and levels. These
game elements show players progress and give feedback to the
player about his performance. It would be useful for the students
to solve EVA exercises for which they would receive points that
increase their level in the game. Points can be assigned for
solving the exercises and after completing all exercises, students
should be able to move to the next level. Other useful game
elements are badges, which represent player achievements, so
during EVA learning process students would receive badges like
rewards for the correct answers or achieved levels. It is
important to show student’s progress in comparison with other
students, in order for the students to compete with each other.
Leaderboard can be formed based on the number of points
collected by each student. The virtual currency can be used as a
means for buying desired items in the game, which would give
some advantage to the player.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>III. DEFINITION OF THE PROPOSED GAME STRUCTURE FOR</title>
      <p>TEACHING EVA</p>
      <p>In this paper, we are presenting the proposal for developing
the game for learning to solve EVA problems. The game and the
elements of the gamification are designed to gamify the learning
process in order to increase student motivation and interest. The
proposed EVA game has such gamification elements as points,
levels, leaderboard and badges. These elements ensure, that the
main principles of gamification are used, such as rewards for
students’ achievements and competition.</p>
      <p>EVA gamification system is implemented as an online
website that is accessible through the browser so that students
can learn individually. The main functionality of the proposed
game encompasses starting a game, rolling a dice, solving
problems and filling EVA table, as presented in UML use case
diagram for EVA gamification system in Fig. 1.</p>
      <p>The proposed game is structured into two parts. The first one
is preparation, when student chooses a project and selects tasks,
milestones and resources for the selected tasks. Students can
choose tasks, milestones and recourses from the existing list
because this game is intended for monitoring and controlling an
existing project, not for developing a new project plan. During
the second part of the game – the project execution, students
carry out their projects by rolling a dice.</p>
      <p>The main elements of the game (as presented in class
diagram of EVA gamification system entities in Fig. 2) are the
project, its resources, tasks, milestones and risk cards, used
during the project execution. The information about students and
their achievements is also stored (Fig. 2).</p>
      <p>During the game, student sees a game board, a dice, risk
cards and a Gantt chart that illustrates a project schedule (Fig.
3). The game board consists of cells that show where the player
is, and the percentage of project finished.</p>
      <p>The project execution starts with rolling of a dice. If the score
of 1, 2, 3 or 4 are rolled, student moves as many cells as the dice
points and at the same time the part of the project in the Gantt
chart is executed as much as the percentage of the cells in the
game are passed. The percentage of actual tasks performance
depends on the level of resource productivity that is assigned to
the task. If the level of productivity is low, it will have a lower
performance percentage and if the level of productivity is high,
it will result in a higher percentage of performance.</p>
      <p>When the game figure stops on the cell, the EVA task is
given to student. There are several types of tasks. The simple
task is when one of the EVA metrics is given to calculate. The
formula and existing EV, AC and PV values are given, and the
student must choose the correct metrics and drag them to the
empty formula spaces, according to which the required value
should be calculated. The task with percentages is when student
is given only the budget of the task, how much the work is
planned to accomplish and how much it is actually done in
percent. EV and PV must have calculated by percentages (AC
is always given). The other requested metrics are calculated like
in a simple task. The task with graphs is when EVA graphs with
EV, PV, and AC information are presented, and according to
them, the required metrics should be calculated. The student
receives points for the correct answer of the task, but if the
answer is incorrect, the number of student's points is decreased.
If the task is to calculate PV, CV, SPI or CPI and get the correct
answer, then the test question with the answer variants is given
afterwards. The test question checks the students’ understanding
whether the task is ahead of the schedule, or is over the budget
etc.</p>
      <p>If rolling the dice results in the score 5 or 6, student takes a
risk card. Risk card is related to the duration or budget of a
particular task, for example, the task’s duration or budget has
decreased. Student has to decide what to do after taking a risk
card. He can choose to change the duration of the task, add or
remove the resources.</p>
      <p>Once the player has reached the milestone, he has to
complete the entire EVA table. When the player selects the field
in the table, the corresponding formula and the possible values
are given. The student solves this task by similar principle as a
task of one cell.</p>
      <p>During the game, students earn points and after collecting
the required amount of points students' game level increases.
They also receive badges to collect. Badges can be obtained for
the percentage of performance of the project (25%, 50%, 75%
and 100%), the first time of well-calculated CV, SV, CPI, SPI,
EAC and ETC, completed milestone (EVA table), reached level
and getting into one of the first three places in the leaderboard.</p>
      <p>These game elements are used to meet one of the principles
of gamification – awards for achievement, when players are
evaluated for achievements and receive rewards. The second
applied principle of gamification is competition, therefore the
leaderboard is used, so the players are able to view each other
points and compete with each other. In addition, for stimulating
the competition, the students at the top of the leaderboard will
receive the teacher’s predefined encouragement.</p>
    </sec>
    <sec id="sec-5">
      <title>IV. CONCLUSIONS</title>
      <p>Gamification is a new way of using game elements to engage
students and increase their motivation to learn Earned Value
Analysis. Although there exists a game for teaching EVA, it is
non-computerized. Our proposed solution is a computer game,
which, along with the elements of the game, will help to gamify
the learning of EVA. We have presented the structure and main
principles of the game. In the further research, the gamification
of the EVA will be experimentally tested in student learning
process, to assess the effects of game and game elements on the
EVA learning process.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>M. D.</given-names>
            <surname>Hanus</surname>
          </string-name>
          and
          <string-name>
            <given-names>J.</given-names>
            <surname>Fox</surname>
          </string-name>
          , “
          <article-title>Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison</article-title>
          , satisfaction, effort, and academic performance,”
          <source>Computers &amp; Education</source>
          , pp.
          <fpage>152</fpage>
          -
          <lpage>161</lpage>
          ,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>K. M. Kapp</surname>
          </string-name>
          ,
          <source>The Gamification of Learning and Instruction: Gamebased Methods and Strategies for Training and Education</source>
          ,
          <year>2012</year>
          , p.
          <fpage>336</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <surname>K. M. Kapp</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          <string-name>
            <surname>Blair</surname>
            and
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Mesch</surname>
          </string-name>
          ,
          <source>The Gamification of Learning and Instruction Fieldbook Ideas into Practice</source>
          , San Francisco: John Wiley &amp; Sons,
          <year>2014</year>
          , p.
          <fpage>670</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>D. N.</given-names>
            <surname>Karagiorgas</surname>
          </string-name>
          and
          <string-name>
            <given-names>S.</given-names>
            <surname>Niemann</surname>
          </string-name>
          , “Gamification and
          <string-name>
            <surname>Game-Based</surname>
            <given-names>Learning</given-names>
          </string-name>
          ,
          <source>” Journal of Educational Technology Systems</source>
          <volume>45</volume>
          (
          <issue>4</issue>
          ), pp.
          <fpage>500</fpage>
          -
          <lpage>519</lpage>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>I. Project</given-names>
            <surname>Management Institute</surname>
          </string-name>
          ,
          <article-title>A Guide to the Project Management Body of Knowledge (PMBOK® Guide)</article-title>
          , Newtown Square, Pennsylvania: Project Management Institute, Inc,
          <volume>200</volume>
          , p.
          <fpage>211</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>J. P.</given-names>
            <surname>Lewis</surname>
          </string-name>
          ,
          <source>Fundamentals of Project Management</source>
          ,
          <year>1995</year>
          , p.
          <fpage>177</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>F. F.</given-names>
            <surname>Nah</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V. R.</given-names>
            <surname>Telaprolu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Rallapalli</surname>
          </string-name>
          and
          <string-name>
            <given-names>P. R.</given-names>
            <surname>Venkata</surname>
          </string-name>
          , “
          <article-title>Gamification of Education Using Computer Games</article-title>
          ,” HIMI/HCII, pp.
          <fpage>99</fpage>
          -
          <lpage>107</lpage>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>K.</given-names>
            <surname>Werbach</surname>
          </string-name>
          and
          <string-name>
            <given-names>D.</given-names>
            <surname>Hunter</surname>
          </string-name>
          , For the Win:
          <article-title>How Game Thinking Can Revolutionize Your Business</article-title>
          , Philadelphia: Wharton Digital Press,
          <year>2012</year>
          , p.
          <fpage>148</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>G.</given-names>
            <surname>Zichermann</surname>
          </string-name>
          and
          <string-name>
            <given-names>C.</given-names>
            <surname>Cunningham</surname>
          </string-name>
          ,
          <article-title>Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, Sebastopol:</article-title>
          <string-name>
            <surname>O'Reilly Media</surname>
          </string-name>
          ,
          <year>2011</year>
          , p.
          <fpage>182</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>L. C.</given-names>
            <surname>Wood</surname>
          </string-name>
          and
          <string-name>
            <given-names>T.</given-names>
            <surname>Reiners</surname>
          </string-name>
          , “Gamification,”
          <source>Encyclopedia of Information Science and Technology</source>
          , pp.
          <fpage>3039</fpage>
          -
          <lpage>3047</lpage>
          ,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>C. G. v.</given-names>
            <surname>Wangenheim</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Savi</surname>
          </string-name>
          and
          <string-name>
            <given-names>A. F.</given-names>
            <surname>Borgatto</surname>
          </string-name>
          , “DELIVER!
          <article-title>- An educational game for teaching Earned Value Management in computing courses</article-title>
          ,
          <source>” Information and Software Technology</source>
          , p.
          <fpage>286</fpage>
          -
          <lpage>298</lpage>
          ,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>G. M. F. Vivancos</surname>
          </string-name>
          , “
          <article-title>Gamification in project management: experiences from business and training</article-title>
          ,
          <source>” in 21th International Congress on Project Management and Engineering</source>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>D.</given-names>
            <surname>Dicheva</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Irwin</surname>
          </string-name>
          and
          <string-name>
            <given-names>C.</given-names>
            <surname>Dichev</surname>
          </string-name>
          , “
          <article-title>OneUp Learning: A Course Gamification Platform,” in 6th Games and Learning Alliance Conference</article-title>
          (GALA
          <year>2017</year>
          ), Lisbon,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>J. F.</given-names>
            <surname>Bausela</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H. O.</given-names>
            <surname>Arranz</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. O.</given-names>
            <surname>Arranz</surname>
          </string-name>
          and
          <string-name>
            <given-names>D. R.</given-names>
            <surname>Ferraris</surname>
          </string-name>
          , “
          <article-title>Applying Gamification in a Parallel Programming Course,” in GamificationBased E-Learning Strategies for Computer Programming Education</article-title>
          ,
          <year>2017</year>
          , pp.
          <fpage>106</fpage>
          -
          <lpage>130</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>R.</given-names>
            <surname>Ryder</surname>
          </string-name>
          and
          <string-name>
            <given-names>M.</given-names>
            <surname>Szymon</surname>
          </string-name>
          , “
          <article-title>The “UIC German” game app for the enhancement of foreign language learning - Case study</article-title>
          ,”
          <source>International Journal Of Educational Technology</source>
          ,
          <volume>4</volume>
          (
          <issue>1</issue>
          ), pp.
          <fpage>1</fpage>
          -
          <lpage>16</lpage>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>D.</given-names>
            <surname>Huynh</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Zuo</surname>
          </string-name>
          and
          <string-name>
            <given-names>H.</given-names>
            <surname>Iida</surname>
          </string-name>
          , “
          <article-title>Analyzing Gamification of “Duolingo” with Focus on Its Course Structure,”</article-title>
          <source>in International Conference on Games and Learning Alliance</source>
          ,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>PMI</surname>
          </string-name>
          ,
          <article-title>Practice Standard for Earned Value Management</article-title>
          , Newtown Square, Pennsylvania,
          <year>2005</year>
          , p.
          <fpage>56</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>R.</given-names>
            <surname>Burke</surname>
          </string-name>
          ,
          <source>Project Management: Planning and Control Techniques Fourth Edition</source>
          , John Wiley &amp; Sons,
          <year>2003</year>
          , p.
          <fpage>384</fpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>