Improving time management for students through the use of an educational game
Chi Chuen Chan, David Paul Rossiter
Abstract
Chi Chuen Chan, David Paul Rossiter
Abstract
The poor time-management skills of Hong Kong students have raised many problems in learning. For example, university students need efficient and effective ways of planning their work schedules to meet deadlines. To address this issue, we are developing an educational game to help students better understand the importance of efficient time management. Through the use of this software, they will be able to develop proficient methods of time management. Essential parameters in time management are embodied as different entities and attributes in the game. The effectiveness and usefulness of our game will be assessed by a set of surveys. Surveys will be carried out before and after using the software. Improvements to the student’s time-management skills will be observed and the results will be analyzed for future reference.
A significance statement is not available in the OpenAlex record.
A contribution statement is not available in the OpenAlex record.
Method details are not available in the OpenAlex metadata.
Findings are not separately available in the OpenAlex metadata.
Limitations are not available in the OpenAlex metadata.
Application details are not available in the OpenAlex metadata.
The poor time-management skills of Hong Kong students have raised many problems in learning. For example, university students need efficient and effective ways of planning their work schedules to meet deadlines. To address this issue, we are developing an educational game to help students better understand the importance of efficient time management. Through the use of this software, they will be able to develop proficient methods of time management. Essential parameters in time management are embodied as different entities and attributes in the game. The effectiveness and usefulness of our game will be assessed by a set of surveys. Surveys will be carried out before and after using the software. Improvements to the student’s time-management skills will be observed and the results will be analyzed for future reference.
Key concepts: Time management, Computer science, Embodied cognition, Set (abstract data type), Work (physics), Educational game, Software, Knowledge management