Research article ”Teachers’ experiences of using game-based learning methods in project management higher education” is published

We interviewed experienced project management teachers to better understand benefits and challenges of game-based learning (GBL) method in project management higher education context. We found out that GBL activates, inspires and motivates both learners and instructors. GBL enables practicing project management skills in simulative and risk-free environment. The perceived challenges of GBL for students manifest as increased cognitive load and stress. Ensuring pedagogical suitability and teachers’ competence building will enable successful use of GBL in project management education.

Link to article:

PROVO project wins two Academic PM Awards 2021

Today PROVO project received Academic PM Awards issued by association of Project Professionals Finland (

The award for academic teaching was issued for our Project Business Game.

Another award was issued to one of our team members, Jere Lehtinen, for his doctoral thesis External stakeholder engagement in complex projects.

More information in Finnish can be found from these links:

Project Business Game on vuoden 2021 akateeminen opetus -teko – Projektiyhdistys ry (

Jere Lehtinen palkittiin väitöstutkimuksestaan Academic PM Award -palkinnolla – Projektiyhdistys ry (

Jere Lehtinen joins our team

Postdoctoral researcher Jere Lehtinen has joined in our PROVO project team as a learning solution developer. Jere focuses on the conceptual and technical design of learning solutions and develops solutions all the way from initial ideas to pilot testing and launch. Jere works with initial themes and devises learning outcomes, contents and methods, develops background narratives, context descriptions, instructions and guidelines, plans the logics, events, mechanisms, interdependencies and features of technical design, collaborates with technical configuration personnel to transfer conceptual and technical designs to technical implementation, engages with customers to plan pilot testing, participates in pilot testing as a teacher and/or facilitator, and collects feedback for further improvement and development to finalise solutions for launch.

Jere’s research focuses primarily on stakeholders, engagement, and collaboration in complex projects, but he has also conducted original research on other project management topics, such as value creation and networks. Jere has published his research in leading international project and operations management journals. In addition to research, Jere is experienced in project management teaching and theses supervision at both bachelor’s and master’s levels. He has transferred his research into teaching using a variety of teaching methods, including simulations and games.

Learn more about Jere’s research here:

Research article “Game-Based Learning in Project Sustainability Management Education” is published

In this recently published research article we introduce and share insights how game-based learning method with Project Business Game was applied to teach project sustainability management. The findings indicate strong suitability of using game-based learning method to teach project sustainability management and create positive student experiences of achieving learning goals and improving engagement.

Link to article:

Second phase financing approved

Business Finland has accepted the second phase of Research to business funding for Provo project, so that we can carry on the project as planned until March 2022.

The plan for second phase is to pilot different learning solutions with different partners. If you want to utilize this opportunity, please contact us!

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    Thank you for participating the webinar “Use of educational games and simulations to learn project management”

    We would like to express our thanks to over 45 participants who participated our webinar regarding the “Use of educational games and simulations to learn project management”.

    In the webinar we shared the result of the recent studies of using educational games and simulations to learn project management. And for those of you who were not able to participate the webinar we have attached the video recording.

    If you are interested in the study report or utilizing our gamified learning solutions in your teaching, please do not hesitate to contact us through the Contact Form.

    Webinar “Use of educational games and simulations to learn project management” on June 23rd 2021 at 2-3 pm CEST

    Regarding researching the use of games as an educational method for project management teaching and learning we have interviewed project management teachers in several universities and conducted an online survey during spring 2021 to understand current practices and expectations for development of game-based learning solutions.

    And now is time to share the result of the recent studies and therefore we are organizing a webinar “Use of educational games and simulations to learn project management” on the 23rd of June at 2-3 pm CEST in Zoom.

    The agenda for the seminar is as follows:

    2:00 – 2:20 The use of educational games in PM learning – results from in-depth interviews and survey, Kirsi Aaltonen and Elina Jääskä, University of Oulu

    2:20 – 2:40 Provo project – engaging educational game solutions for PM learning, Jaakko Kujala, University of Oulu

    2:40 – 3:00 Discussion and reflections

    If you want to join the webinar sent us a message through the Contact Form and we will send you a link to the webinar.


    Co-operation with Finnish Marine Industry started

    We have started co-development work on a pilot learning game with the Finnish Marine Industry and key industry actors to meet the industry’s educational needs.

    The aim is to pilot the educational game in FITech course in June and later in the industry’s different training modules. The idea is to support the learners in getting a comprehensive picture on a shipbuilding project, its key activities, costs, schedules, risks and uncertainties. The game is also expected to facilitate the sharing of knowledge among the learners and support in developing shared understanding on complex projects and their coordination activities.

    New Circular Economy Project Management solution launched

    The solution was piloted successfully in a unique European program that educates new circular economy junior experts and is carried out by a consortium of European universities, including University of Oulu. The game was part of the Business Sustainability teaching module of the program and received a lot of good feedback from the students.

    Circular Economy at a European Junior Expert in Circular Economy course


    • Course: Junior Expert in Circular Economy, Business Sustainability Module
    • Stage of study: European students with diverse backgrounds specializing in Circular Economy 
    • Number of students: 20
    • Teaching mode: online

     Learning solution

    Circular Economy

    How it was used

    • The Circular Economy Game was used as a final, integrative assignment of the Business Sustainability Module. Students were provided with the basic information about design and building of a new production line based on circular economy thinking. They had to estimate the investment costs, calculate the budget for the project and conduct a project risk analysis. Information about the project set-up was also provided. After this, the design and building of the production line was simulated and students needed to make different decisions, manage unexpected events and monitor the progress of the project. They also had to take the project’s Circular Economy index into account in their decision making, as the value of the index impacted the profits that the production line would be able to generate when in operations. The objective of the players was to get the best financial, schedule, quality and circular economy results by completing a network of tasks given the cost of employees, purchased material and external resources The production line also had to be in five years in operations and its production efficiency and product quality directly influenced the generated revenue.
    • The students played the game in groups of 4-5 students (around 90 minutes). After this they engaged in preparing and presenting a game analysis which focused on the influence of the decisions they had taken, their rationales and the key learnings from the game.

    Comments and experiences

    The students valued the gaming experience and felt that it was an extremely good way to  learn some of the central ides of project management and circular economy thinking. The students also enjoyed the experience a lot and felt that it got them engaged with the teaching content as well as facilitated fruitful interaction among the students.

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