Jogo Digital para o Apoio ao Ensino do Teste de Caixa-Preta
Resumo
Apesar da importância na garantia da qualidade, o teste de software recebe pouca atenção nos currículos de graduação, sendo poucas as horas dedicadas ao seu ensino. Além disso, existe outro fator, que é a dificuldade de ensinar teste de software, seja pela falta de tempo disponível, seja pela ausência de atividades práticas, ou pela dificuldade de se motivarem os alunos. Para contribuir com a resolução desse problema, é proposta neste artigo a utilização de um jogo como estratégia de ensino e aprendizagem. O resultado da avaliação quantitativa e qualitativa aplicadas a alunos do curso de Ciência da Computação sugerem que o jogo desenvolvido pode ser uma eficiente técnica de ensino a ser utilizada no ensino de teste de caixa-preta.
Palavras-chave:
Jogo Digital, Ensino do Teste, Caixa-Preta
Referências
Beizer, B. Software testing techniques. Second Edition Van Nostrand Reinhold, 1990.
Basili, V.; Selby, R. Comparing the Effectiveness of Software Testing Strategies. IEEE Transactions on Software Engineering, p. 1278-1296, 1987
Brathwaite, B.; Schreiber, I. “Challenges for game designers”. Boston: Charles River Media, 2009.
Brownfield, S.; Vik, G. Teaching basic skills with computer games. Training and Developmental Journal, v. 37, n. 2, p. 52-56, 1983.
Carrington, D. Teaching software testing. Proceeding of the 2nd Australian conference on Computer science education. Australia, 1997. p. 59-64.
Chen, T. Y.; Poon, P. L. Experience with teaching black-box testing in a computer science/software engineering curriculum. IEEE Transactions on Education, v. 47, n. 01, p. 42-50, 2004.
Chen, T. Y.; Poon, P. L. Teaching black box testing. Proceedings of the 1998 International Conference on Software Engineering: Education & Practice, 1998. p. 324.
Davis, A. Software requirements: objects, functions and states, revision. New Jersey: Prentice Hall, Upper Saddle River, 1993.
Dempsey, J. V.; Rasmussen, K.; Lucassen, B. Instructional gaming: implications for instructional technology. Paper presented at the Annual Meeting of Association for Educational Communications and Technology, Nashville, 1994.
Elbaum, S. et al. Bug hunt: making early software testing lessons engaging and affordable. In: 29th INTERNATIONAL CONFERENCE ON SOFTWARE ENGINEERING (ICSE'07), 2007.
Griffiths, M. D. The educational benefits of videogames. Education and Health, v. 20, n. 3, p. 47-51, 2002.
Jones, E. L. An Experiential Approach to Incorporating Software Testing into the Computer Science Curriculum. Proceedings of the Frontiers in Education Conference, p. F3D 7-F3D, 2001.
Jones, E. L.; Chatmon, C. L. A perspective on teaching software testing. Proceedings of the seventh annual consortium for computing in small colleges, p. 92-100, 2001.
Jorgensen, P. C. Software testing: a craftsman’s approach. CRC Press, 1995.
Kamsties, E.; Lott, C. An empirical evaluation of three defect-detection techniques. Proceedings of the 5th European Software Engineering Conference, p. 362-383, 1995.
Kaner, C. Teaching domain testing: a status report. Proceedings of the 17th Conference on Software Engineering Education and Training table of contents, ACM, p. 112-117, 2004.
Kaner, C.; Padmanabhan, S. Practice and transfer of learning in the teaching of software testing. Proceedings of the 20th Conference on Software Engineering Education & Training, p. 157-166, 2007.
Laporte, C. Y.; April, A.; Bencherif, K. Teaching software quality assurance in an undergraduate software engineering program. Software Quality Professional, 4-10, 2007.
Malone, T. C. Guidelines for designing educational computer programs. Childhood Education, v. 59, n. 4, p. 241-47, 1983.
Malone, T. C. What makes things fun to learn? heuristics for designing instructional computer games. Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, p. 162-169, 1980.
Mary, J. H. Testing: a roadmap. international conference on software engineering. Proceedings of the Conference on The Future of Software Engineering, Limerick, Ireland June 04-11, 2000.
MATH.USASK. Disponível em: http://math.usask.ca/~laverty/S245/Tables/wmw.pdf Acesso em: 20 maio 2010.
Murnane, T.; Reed, K.; Hall, R. On the Learnability of Two Representations of Equivalence Partitioning and Boundary Value Analysis. Proceedings of the 2007 Australian Software Engineering Conference, p. 274-283, 2007.
Murnane, T.; Reed, K.; Hall, R. Towards Describing Black-Box Testing Methods as Atomic Rules. Proceedings of the 29th Annual International Computer Software and Applications Conference, v. 01, p. 437-442, 2005.
Myers, G. J. The art of software testing. Wiley: Second Edition, 2004.
NIST - National Institute for Science & Technology - Planning Report 02-3: The economic impact of inadequate infrastructure for software testing. Prepared by RTI for the National Institute of Standards & Technology, USA, May 2002. Disponível em: http://www.nist.gov/director/prog-ofc/report02-3.pdf . Acesso em: 10 fev. 2011.
Patterson, A.; Kolling, M.; Rosenberg, J. Introducing unit testing with BlueJ. Proceedings of the 8th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE’03), Thessaloniki, Greece, 2003, p 11-15.
Pfleeger, S. L. Software engineering: theory and practice. Second Edition, Prentice Hall, 2001.
Perry, W. E. Effective methods for software testing. Indianápolis, Indiana: Third Edition, Wiley, 2006.
Ricci, K. E. The use of computer-based videogames in knowledge acquisition and retention. Journal of Interactive Instruction Development, n. 7, v. 1, p. 17-22, 1994.
Shepard, T.; Lamb, M.; Kelly, D. More Testing Should be Taught. Communications of the ACM, v. 44, n. 06, p. 103-108, 2001.
Yee, N. The labor of fun: how video games blur the boundaries of work and play. Games and Culture, v. 1, p. 68-71, 2006.
Basili, V.; Selby, R. Comparing the Effectiveness of Software Testing Strategies. IEEE Transactions on Software Engineering, p. 1278-1296, 1987
Brathwaite, B.; Schreiber, I. “Challenges for game designers”. Boston: Charles River Media, 2009.
Brownfield, S.; Vik, G. Teaching basic skills with computer games. Training and Developmental Journal, v. 37, n. 2, p. 52-56, 1983.
Carrington, D. Teaching software testing. Proceeding of the 2nd Australian conference on Computer science education. Australia, 1997. p. 59-64.
Chen, T. Y.; Poon, P. L. Experience with teaching black-box testing in a computer science/software engineering curriculum. IEEE Transactions on Education, v. 47, n. 01, p. 42-50, 2004.
Chen, T. Y.; Poon, P. L. Teaching black box testing. Proceedings of the 1998 International Conference on Software Engineering: Education & Practice, 1998. p. 324.
Davis, A. Software requirements: objects, functions and states, revision. New Jersey: Prentice Hall, Upper Saddle River, 1993.
Dempsey, J. V.; Rasmussen, K.; Lucassen, B. Instructional gaming: implications for instructional technology. Paper presented at the Annual Meeting of Association for Educational Communications and Technology, Nashville, 1994.
Elbaum, S. et al. Bug hunt: making early software testing lessons engaging and affordable. In: 29th INTERNATIONAL CONFERENCE ON SOFTWARE ENGINEERING (ICSE'07), 2007.
Griffiths, M. D. The educational benefits of videogames. Education and Health, v. 20, n. 3, p. 47-51, 2002.
Jones, E. L. An Experiential Approach to Incorporating Software Testing into the Computer Science Curriculum. Proceedings of the Frontiers in Education Conference, p. F3D 7-F3D, 2001.
Jones, E. L.; Chatmon, C. L. A perspective on teaching software testing. Proceedings of the seventh annual consortium for computing in small colleges, p. 92-100, 2001.
Jorgensen, P. C. Software testing: a craftsman’s approach. CRC Press, 1995.
Kamsties, E.; Lott, C. An empirical evaluation of three defect-detection techniques. Proceedings of the 5th European Software Engineering Conference, p. 362-383, 1995.
Kaner, C. Teaching domain testing: a status report. Proceedings of the 17th Conference on Software Engineering Education and Training table of contents, ACM, p. 112-117, 2004.
Kaner, C.; Padmanabhan, S. Practice and transfer of learning in the teaching of software testing. Proceedings of the 20th Conference on Software Engineering Education & Training, p. 157-166, 2007.
Laporte, C. Y.; April, A.; Bencherif, K. Teaching software quality assurance in an undergraduate software engineering program. Software Quality Professional, 4-10, 2007.
Malone, T. C. Guidelines for designing educational computer programs. Childhood Education, v. 59, n. 4, p. 241-47, 1983.
Malone, T. C. What makes things fun to learn? heuristics for designing instructional computer games. Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, p. 162-169, 1980.
Mary, J. H. Testing: a roadmap. international conference on software engineering. Proceedings of the Conference on The Future of Software Engineering, Limerick, Ireland June 04-11, 2000.
MATH.USASK. Disponível em: http://math.usask.ca/~laverty/S245/Tables/wmw.pdf Acesso em: 20 maio 2010.
Murnane, T.; Reed, K.; Hall, R. On the Learnability of Two Representations of Equivalence Partitioning and Boundary Value Analysis. Proceedings of the 2007 Australian Software Engineering Conference, p. 274-283, 2007.
Murnane, T.; Reed, K.; Hall, R. Towards Describing Black-Box Testing Methods as Atomic Rules. Proceedings of the 29th Annual International Computer Software and Applications Conference, v. 01, p. 437-442, 2005.
Myers, G. J. The art of software testing. Wiley: Second Edition, 2004.
NIST - National Institute for Science & Technology - Planning Report 02-3: The economic impact of inadequate infrastructure for software testing. Prepared by RTI for the National Institute of Standards & Technology, USA, May 2002. Disponível em: http://www.nist.gov/director/prog-ofc/report02-3.pdf . Acesso em: 10 fev. 2011.
Patterson, A.; Kolling, M.; Rosenberg, J. Introducing unit testing with BlueJ. Proceedings of the 8th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE’03), Thessaloniki, Greece, 2003, p 11-15.
Pfleeger, S. L. Software engineering: theory and practice. Second Edition, Prentice Hall, 2001.
Perry, W. E. Effective methods for software testing. Indianápolis, Indiana: Third Edition, Wiley, 2006.
Ricci, K. E. The use of computer-based videogames in knowledge acquisition and retention. Journal of Interactive Instruction Development, n. 7, v. 1, p. 17-22, 1994.
Shepard, T.; Lamb, M.; Kelly, D. More Testing Should be Taught. Communications of the ACM, v. 44, n. 06, p. 103-108, 2001.
Yee, N. The labor of fun: how video games blur the boundaries of work and play. Games and Culture, v. 1, p. 68-71, 2006.
Publicado
06/06/2011
Como Citar
DINIZ, Lucio L.; DAZZI, Rudimar L. S..
Jogo Digital para o Apoio ao Ensino do Teste de Caixa-Preta. In: SIMPÓSIO BRASILEIRO DE QUALIDADE DE SOFTWARE (SBQS), 10. , 2011, Curitiba.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2011
.
p. 231-245.
DOI: https://doi.org/10.5753/sbqs.2011.15398.