Using gamification in software engineering teaching: Study case for software design

Resultado de la investigación: Capítulo del libro/informe/acta de congresoContribución a la conferenciaInvestigaciónrevisión exhaustiva

Resumen

Software engineering discipline needs promoting and responding to the demands of the software industry and their challenges, centered on the diversity and short delivery times in the projects. Looking to align with such demand, software engineering teaching has evolved incorporating newel strategies for increasing student motivation in the learning process. Gamification is one of them strategies centered on games principles, as the interactivity, ludic, and enhance engagement. This strategy, compared to other teaching techniques, improve the processes of conceptual understanding and learning. In this paper we propose a method, based on gamification, to design pedagogic instruments, comprising a strategy, techniques, and materials for teaching a specific subject. The goal of method is facilitate the gameful activities design in the classroom and then increase of motivation, cooperation and teamwork in participants, in the learning process of conceptual and practical subjects. The method was validated with the topic of software design in a course of a software engineering of the Universidad de Medellín (Colombia). In this pilot we establish improvement actions and recommendations incorporated in the final game version.

Idioma originalInglés
Título de la publicación alojadaNew Knowledge in Information Systems and Technologies - Volume 3
EditoresÁlvaro Rocha, Hojjat Adeli, Luís Paulo Reis, Sandra Costanzo
EditorialSpringer Verlag
Páginas244-255
Número de páginas12
ISBN (versión impresa)9783030161866
DOI
EstadoPublicada - 1 ene 2019
EventoWorld Conference on Information Systems and Technologies, WorldCIST 2019 - Galicia, Espana
Duración: 16 abr 201919 abr 2019

Serie de la publicación

NombreAdvances in Intelligent Systems and Computing
Volumen932
ISSN (versión impresa)2194-5357

Conferencia

ConferenciaWorld Conference on Information Systems and Technologies, WorldCIST 2019
PaísEspana
CiudadGalicia
Período16/04/1919/04/19

Huella dactilar

Software design
Software engineering
Teaching
Students
Industry

Palabras clave

    Citar esto

    Gasca-Hurtado, G. P., Gómez-Álvarez, M. C., & Manrique-Losada, B. (2019). Using gamification in software engineering teaching: Study case for software design. En Á. Rocha, H. Adeli, L. P. Reis, & S. Costanzo (Eds.), New Knowledge in Information Systems and Technologies - Volume 3 (pp. 244-255). (Advances in Intelligent Systems and Computing; Vol. 932). Springer Verlag. https://doi.org/10.1007/978-3-030-16187-3_24
    Gasca-Hurtado, Gloria P. ; Gómez-Álvarez, Maria C. ; Manrique-Losada, Bell. / Using gamification in software engineering teaching : Study case for software design. New Knowledge in Information Systems and Technologies - Volume 3. editor / Álvaro Rocha ; Hojjat Adeli ; Luís Paulo Reis ; Sandra Costanzo. Springer Verlag, 2019. pp. 244-255 (Advances in Intelligent Systems and Computing).
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    abstract = "Software engineering discipline needs promoting and responding to the demands of the software industry and their challenges, centered on the diversity and short delivery times in the projects. Looking to align with such demand, software engineering teaching has evolved incorporating newel strategies for increasing student motivation in the learning process. Gamification is one of them strategies centered on games principles, as the interactivity, ludic, and enhance engagement. This strategy, compared to other teaching techniques, improve the processes of conceptual understanding and learning. In this paper we propose a method, based on gamification, to design pedagogic instruments, comprising a strategy, techniques, and materials for teaching a specific subject. The goal of method is facilitate the gameful activities design in the classroom and then increase of motivation, cooperation and teamwork in participants, in the learning process of conceptual and practical subjects. The method was validated with the topic of software design in a course of a software engineering of the Universidad de Medell{\'i}n (Colombia). In this pilot we establish improvement actions and recommendations incorporated in the final game version.",
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    Gasca-Hurtado, GP, Gómez-Álvarez, MC & Manrique-Losada, B 2019, Using gamification in software engineering teaching: Study case for software design. En Á Rocha, H Adeli, LP Reis & S Costanzo (eds.), New Knowledge in Information Systems and Technologies - Volume 3. Advances in Intelligent Systems and Computing, vol. 932, Springer Verlag, pp. 244-255, Galicia, Espana, 16/04/19. https://doi.org/10.1007/978-3-030-16187-3_24

    Using gamification in software engineering teaching : Study case for software design. / Gasca-Hurtado, Gloria P.; Gómez-Álvarez, Maria C.; Manrique-Losada, Bell.

    New Knowledge in Information Systems and Technologies - Volume 3. ed. / Álvaro Rocha; Hojjat Adeli; Luís Paulo Reis; Sandra Costanzo. Springer Verlag, 2019. p. 244-255 (Advances in Intelligent Systems and Computing; Vol. 932).

    Resultado de la investigación: Capítulo del libro/informe/acta de congresoContribución a la conferenciaInvestigaciónrevisión exhaustiva

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    N2 - Software engineering discipline needs promoting and responding to the demands of the software industry and their challenges, centered on the diversity and short delivery times in the projects. Looking to align with such demand, software engineering teaching has evolved incorporating newel strategies for increasing student motivation in the learning process. Gamification is one of them strategies centered on games principles, as the interactivity, ludic, and enhance engagement. This strategy, compared to other teaching techniques, improve the processes of conceptual understanding and learning. In this paper we propose a method, based on gamification, to design pedagogic instruments, comprising a strategy, techniques, and materials for teaching a specific subject. The goal of method is facilitate the gameful activities design in the classroom and then increase of motivation, cooperation and teamwork in participants, in the learning process of conceptual and practical subjects. The method was validated with the topic of software design in a course of a software engineering of the Universidad de Medellín (Colombia). In this pilot we establish improvement actions and recommendations incorporated in the final game version.

    AB - Software engineering discipline needs promoting and responding to the demands of the software industry and their challenges, centered on the diversity and short delivery times in the projects. Looking to align with such demand, software engineering teaching has evolved incorporating newel strategies for increasing student motivation in the learning process. Gamification is one of them strategies centered on games principles, as the interactivity, ludic, and enhance engagement. This strategy, compared to other teaching techniques, improve the processes of conceptual understanding and learning. In this paper we propose a method, based on gamification, to design pedagogic instruments, comprising a strategy, techniques, and materials for teaching a specific subject. The goal of method is facilitate the gameful activities design in the classroom and then increase of motivation, cooperation and teamwork in participants, in the learning process of conceptual and practical subjects. The method was validated with the topic of software design in a course of a software engineering of the Universidad de Medellín (Colombia). In this pilot we establish improvement actions and recommendations incorporated in the final game version.

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    Gasca-Hurtado GP, Gómez-Álvarez MC, Manrique-Losada B. Using gamification in software engineering teaching: Study case for software design. En Rocha Á, Adeli H, Reis LP, Costanzo S, editores, New Knowledge in Information Systems and Technologies - Volume 3. Springer Verlag. 2019. p. 244-255. (Advances in Intelligent Systems and Computing). https://doi.org/10.1007/978-3-030-16187-3_24