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This study compares the impact of serious games and teaching case-based methods in project management education. We evaluated engagement and knowledge retention using a randomised controlled trial (RCT) with 76 undergraduate management students. Participants were randomly divided into a serious game group (G1) and a case-based group (G2). The MASTER PM, a Business Simulation Game (BSG), was designed and developed using Design Science Research (DSR) principles. While G2 outperformed G1 in immediate knowledge (T2), G1 showed superior retention (T3). Engagement scores increased in G1 but slightly decreased in G2. Both approaches positively influenced learning, with serious games fostering long-term retention and engagement. This research underscores the value of game-based, user-centred educational tools in promoting effective behavioural outcomes, relevant to human–computer interaction (HCI) and user experience (UX). The study highlights the potential for serious games to address the growing demand for skilled project managers. Limitations include the specific sample and possible novelty effects. Future research should explore broader contexts and long-term impacts, investigating hybrid approaches that balance immediate and sustained learning outcomes.
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Luna et al. (2026) studied this question.
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