with the next phase involving the integration with
the serious game supporting competence
development in both project management and
innovation. Further research is being carried out to
validate the approach and evaluate the effectiveness
of learning, including the role and impact of TCs.
This presents the challenge of determining which
plans and stories have previously been most
effective in helping learners to grasp the TCs.
ACKNOWLEDGEMENTS
This work was partly supported by the TARGET project
under contract number FP7-231717 within the Seventh
Framework Program, and by the ‘Líon II’ project funded
by SFI under Grant SFI/08/CE/I1380. The authors also
wish to thank Marcel Karnstedt for the many fruitful
discussions.
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