Supporting Requirements Engineering Teachers to Use Games as Educational Resources
Abstract
Several studies in the Software Engineering Education field express students' learning difficulties or challenges, or how students react to a new teaching approach used by the teacher. Thus, few studies explore the difficulties or challenges faced by Software Engineering teachers, especially regarding the material technologies that they could use to increase student interest. A constant difficulty for Requirements Engineering teachers is to prepare interactive classes, as this discipline demands the internalization of concepts that are usually exposed in massively theoretical form, which can cause students to be disinterested in this discipline. The objective of this work is to propose a repository that has a recommendation system that supports the Requirements Engineering professor to identify the most suitable games for use in your classroom, according to your needs and resources available to the teacher. For that, an intelligent environment will be developed, powered by teachers of Requirements Engineering with games to support educational practices, where teachers will be able to evaluate each game published in the system, as well as write suggestions for its use. In this thesis, several studies will be carried out, such as Case Studies, Literature Reviews and evaluation of prototypes, among others, to understand the demands of teachers, propose a system according to their needs and evaluate their efficiency in supporting teachers. The greatest contribution expected at the end of this research is an intelligent repository on the use of games in the disciplines of Requirements Engineering, which will provide the most recommended games for the teacher in an intelligent way.
Keywords:
Requirement Engineering Education, Games in Requirements Engineering, Intelligent educational systems
References
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M. Daun, A. Salmon, T. Weyer, K. Pohl, and B. Tenbergen, “Project-based learning with examples from industry in university courses: an experience report from an undergraduate requirements engineering course,” in Proceedings of the International Conference on Software Engineering Education and Training, (Dallas, Estados Unidos), pp. 184–193, IEEE, 2016.
A. J. Berre, S. Huang, H. Murad, and H. Alibakhsh, “Teaching modelling for requirements engineering and model-driven software development courses,” Computer Science Education, vol. 28, no. 1, pp. 42–64, 2018.
S. Tiwari, D. Ameta, P. Singh, and A. Sureka, “Teaching requirements engineering concepts using case-based learning,” in Proceedings of the International Workshop on Software Engineering Education for Millennials, (Gothenburg, Suécia), pp. 8–15,IEEE, 2018.
G. Hagel, M. Müller-Amthor, D. Landes, and Y. Sedelmaier, “Involving customers in requirements engineering education: Mind the goals!,” in Proceedings of the European Conference of Software Engineering Education, (Seeon, Alemanha),pp. 113–121, ACM, 2018.
Y. Tachikawa and T. Nakamura, “Education for requirements elicitation using groupwork and role-play,” in Proceedings of the Global Engineering Education Conference, (Atenas, Grécia), pp. 780–783, IEEE, 2017.
M. A. Souza, L. Veado, R. T. Moreira, E. Figueiredo, and H. Costa, “A systematic mapping study on game-related methods for software engineering education, ”Information and software technology, vol. 95, pp. 201–218, 2018.
I. Garcia, C. Pacheco, A. León, and J. A. Calvo-Manzano, “Experiences of using a game for improving learning in software requirements elicitation,”Computer Applications in Engineering Education, vol. 27, no. 1, pp. 249–265, 2019.
S. Watson and H. Richter Lipford, “Motivating students beyond course requirements with a serious game,” in Proceedings of the Technical Symposium on Computer Science Education, (Minneapolis, Estados Unidos), pp. 211–217, ACM, 2019.
M. T. Soo and H. Aris, “Game-based learning in requirements engineering: An overview,” in Proceedings of the IEEE Conference on e-Learning, e-Management and e-Services, (Langkawi, Malásia), pp. 46–51, IEEE, 2018.
F. Dalpiaz and K. M. Cooper, “Games for requirements engineers: analysis and directions,”IEEE Software, vol. 37, no. 1, pp. 50–59, 2018.
A. C. Rivera, M. Tapia-Leon, and S. Lujan-Mora, “Recommendation systems in education: A systematic mapping study,” in Proceedings of the International Conference on Information Theoretic Security, (Santa Elena, Equador), pp. 937–947, Springer, 2018.
T. Sommer, U. Bach, A. Richert, and S. Jeschke, “A web-based recommendation system for engineering education e-learning solutions,” in Engineering Education 4.0, pp. 293–302, Springer, 2016.
B. Kitchenham and S. Pfleeger, “Principles of survey research: part 1: turning lemons into lemonade,”ACM SIGSOFT Software Engineering Notes, vol. 26, no. 1,pp. 16–18, 2001.
B. Kitchenham, O. P. Brereton, D. Budgen, M. Turner, J. Bailey, and S. Linkman,“ Systematic literature reviews in software engineering–a systematic literature review,”Information and software technology, vol. 51, no. 1, pp. 7–15, 2009.
P. Runeson, M. Host, A. Rainer, and B. Regnell,Case study research in software engineering: Guidelines and examples. John Wiley & Sons, 2012.
U. Flick, An introduction to qualitative research. Sage Publications, 2014.
L. Alperowitz, A. M. Weintraud, S. C. Kofler, and B. Bruegge, “Continuous prototyping,” in Proceedings of the International Workshop on Rapid Continuous Software Engineering, (Buenos Aires, Argentina), pp. 36–42, IEEE, 2017.
B. Fitzgerald and K.-J. Stol, “Continuous software engineering and beyond: trends and challenges,” in Proceedings of the International Workshop on Rapid Continuous Software Engineering, (Hyderabad, Índia), pp. 1–9, 2014.
J. Maldonado, J. P. Carvallo, and J. Siguenza, “Educational repositories,” Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 11, no. 2, pp. 79–86, 2016.
M. M. Hilles and S. S. A. Naser, “Knowledge-based intelligent tutoring system for teaching mongo database,”European Academic Research, vol. 4, no. 10, pp. 8783–8794, 2017.
G. Petri and C. G. von Wangenheim, “A method for the evaluation of the quality of games for computing education,” in Proceedings of the Workshops do Brazilian Conference of Informatics in Education, (Brasília, Brasil), pp. 951–960, br-ie.org,2019.
E. Saule, K. Subramanian, and J. Payton, “Cs materials: A system to classify cs courses against national curriculum guidelines,” 2020. https://www.youtube.com/watch?v=fN4hcjU26g8.
Published
2020-10-19
How to Cite
STEGLICH, Caio; MARCZAK, Sabrina.
Supporting Requirements Engineering Teachers to Use Games as Educational Resources. In: WORKSHOP ON THESES AND DISSERTATIONS (WTDSOFT) - BRAZILIAN CONFERENCE ON SOFTWARE: THEORY AND PRACTICE (CBSOFT), 11. , 2020, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 29-37.
DOI: https://doi.org/10.5753/cbsoft_estendido.2020.14606.
