PurposeThis study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 – what are BPM games' learning objectives and design characteristics? RQ2 – How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?.Design/methodology/approachWe followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis.FindingsWe found 37 references that describe 15 serious games within the BPM domain. Games are diverse, ranging from analog games that need a few hours to complete to complex digital games that require many sessions. Game evaluation should be generally improved as 27 publications can be considered as quasi-experimental or nonexperimental and potentially biased.Research limitations/implicationsFuture research should focus on developing new games about process implementation and using other notations besides BPMN. More studies testing the reliability and validity of existing games in different settings and using more rigorous experimental designs are also necessary. Practitioners can identify thoroughly evaluated games relevant to their learning objectives.Originality/valueThis is the first SLR about BPM games. It consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability.
ABSTRACT. Social innovation is gaining attention for its potential for system transformations. It is often initiated by grassroots collectives, which can become successful through support from other actors and through certain game-changing events or developments. We highlight how transformative social innovation is a highly dispersed, coproduced process of changing social relations. This coproduction is unfolded through a case of interacting interventions in the socio-spatial structure of the city of Rio de Janeiro. Frequently referred to as a "broken city," the city suffers from various social challenges related to the socio-spatial cleavages between the welldeveloped and the marginalized areas, the favelas. Following a nested-case approach, we describe two policy measures and three social innovation initiatives intended to reconnect the broken city. We analyze their effects as well as their various interactions. The findings give reasons for considering the policy measures as "game-changers" that allow new courses of play. Still, the key observation about these intertwined socio-spatial interventions is that the broken city is undergoing more dispersed game-changing. Further observing how the reconnections constitute different kinds of changing mobility, we conclude with reflections on mobility-related game-changing.
This article explores the reality of entrepreneurship in the favela of Rocinha, Rio de Janeiro. It contrasts the prescriptions of federal and state training programs and support policies for entrepreneurship with the reality of the practice of entrepreneurial activities in Rocinha. It shows that the logic of effectuation can explain microentrepreneurial trajectories in favelas, expanding its original reach from expert entrepreneurs in large firms. It also exposes the severe shortcomings in the training programs and support policies of the Serviço Brasileiro de Apoio às Micro e Pequenas Empresas (SEBRAE). It points to the urgency of reform of the very foundation of entrepreneurship policies in favelas.O artigo explora a realidade do empreendedorismo na favela da Rocinha, Rio de Janeiro. Ele contrasta as prescrições dos programas e políticas de apoio ao empreendedorismo do governo federal e estadual com a realidade da prática das atividades de empreendedorismo na Rocinha. O artigo mostra que a lógica da efeituação, ou effectuation, pode explicar as trajetórias dos microempreendedores nas favelas, expandindo sua abrangência original desde empreendedores experientes em grandes firmas. O artigo também expõe severas limitações nos programas de treinamento e políticas de apoio do Serviço Brasileiro de Apoio aos Micro e Pequenos Negócios (SEBRAE). O texto aponta para a urgência na reforma das fundações das políticas para empreendedorismo em favelas.
With the technological changes experienced in the world in recent decades, society has changed as a whole, due to the speed and availability of information that exists today. As student attention decreases, critical thinking and Active Learning, which places the student at the center of the learning process, have gained prominence. Considering the growing popularity of these techniques, this article proposes the Engineering Education Active Learning Maturity Model (E2ALM2), a framework that allows practitioners to assess the current maturity of Active Learning implementation in a program or a course. E2ALM2 was built from a literature review of key success factors (KSF) for Active Learning implementations, which were divided into dimensions. Each KSF is composed of constructs, which are detailed with variables. Each variable has a proposed measurement method and an estimated uncertainty level. The framework can support diagnosis and practical improvements in real settings.
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