Discovery of socio-technical requirements for the design of a digital educational game

Resumo


Context: The use of digital games in several areas is a reality, getting the attention and engagement of users or players, making possible the combination of games and education, contributing to the teaching and learning process, especially in subjects that require practical activities. Problem: However, to build interactive games it is essential to know the social context that will be inserted through the proper use of educational approaches and Software Engineering. Solution: This paper presents the application of concepts, techniques, tools, and artifacts proposed by Socially Aware Design to discover the socio-technical requirements used in the construction of a digital educational game for the teaching of Software Engineering subjects. IS Theory: This work considers design theory regarding the artifacts that contribute to the construction of IS. Method: Semi-participatory design workshops were held for the characterization of the problem, solution proposals, and requirements elicitation, generating the stakeholder diagram, the value prospecting framework, the evaluation framework, the semiotic ladder, and a prototype of the game used during the design process. Summary of results: The artifacts generated contributed to the number of stakeholders who participated in the workshops and, consequently, to the discovery of socio-technical requirements, enabling a greater understanding of the problem and improvements in the design of the solution. Contributions and Impact in the IS area: The relevance of this work lies in the use, improvement, and dissemination of Socially Aware Design to build more humanized, sustainable, and inclusive interactive systems.
Palavras-chave: Socio-technical requirements, Educational games, Socially aware design, Software engineering

Referências

Elaine A. Carvalho, José O. Gomes, Alessandro Jatobá, Mônica F. Silva, and Paulo Victor R. Carvalho. 2022. Software Requirements for Complex Systems: Applying Design Science Research to a Requirements Elicitation Approach with the Functional Resonance Analysis Method (FRAM). 15 (Oct. 2022), 7:1–7:30. https://doi.org/10.5753/isys.2022.2220

M Cecília C Baranauskas. 2014. Social awareness in HCI. Interactions 21, 4 (2014), 66–69.

M. Cecília C. Baranauskas and Julian E. Gutiérrez Posada. 2017. Tangible and Shared Storytelling: Searching for the Social Dimension of Constructionism. In Proceedings of the 2017 Conference on Interaction Design and Children (Stanford, California, USA) (IDC ’17). Association for Computing Machinery, New York, NY, USA, 193–203. https://doi.org/10.1145/3078072.3079743

Victor R Basili and H Dieter Rombach. 1988. The TAME project: Towards improvement-oriented software environments. IEEE Transactions on software engineering 14, 6 (1988), 758–773.

Samuel B. Buchdid, Roberto Pereira, and M. C. C. Baranauskas. 2019. Pro-IDTV: A sociotechnical process model for designing IDTV applications. Journal of Systems and Software 154 (2019), 234–254. https://doi.org/10.1016/j.jss.2019.04.078

Liriane Soares de Araújo Camargo and Alex Jose Fazani. 2014. Explorando o Design Participativo como Prática de Desenvolvimento de Sistemas de Informação. InCID: Revista de Ciência da Informação e Documentação 5, 1 (mar. 2014), 138–150. https://doi.org/10.11606/issn.2178-2075.v5i1p138-150

R. R. CORREIA. 2013. Associações entre princípios sociotécnicos e compartilhamento de conhecimento: estudo de caso em projetos de sistemas de informação. Perspectivas em Gestão & Conhecimento 3 (2013), 175–191.

Luiz Henrique Cukierman, Rafael Prikladnicki, and Cássio Teixeira. 2007. Um olhar sociotécnico sobre a Engenharia de Software. Vol. XIV. RITA, Porto Alegre.

José Valderlei da Silva, Yusseli Méndez Mendoza, Emanuel Felipe Duarte, Vanessa RML Maike, Breno Bernard Nicolau de França, Roberto Pereira, and M Cecília C Baranauskas. 2018. Ferramenta DSC (Design Socialmente Consciente) e Direções para uma Plataforma OpenDesign (Relatório Técnico). (2018).

José Valderlei da Silva, Roberto Pereira, Elaine C. S. Hayashi, and M. Cecília C. Baranauskas. 2018. Design Practices and the SAwD Tool: Towards the Opendesign Concept. In Digitalisation, Innovation, and Transformation, Kecheng Liu, Keiichi Nakata, Weizi Li, and Cecilia Baranauskas (Eds.). Springer International Publishing, Cham, 208–217.

Emanuel Duarte and M. Cecilia Baranauskas. 2018. InterArt: Learning Human-Computer Interaction Through the Making of Interactive Art. 35–54. https://doi.org/10.1007/978-3-319-91238-7_4

Bernardo Ferrari, Deógenes Pereira da Silva Junior, Carolina Moreira Oliveira, Júlia S. B. Ortiz, and Roberto Pereira. 2020. Socially Aware Design of Games: an early workshop for game designers.

Rallyson Ferreira and Thaís Castro. 2020. Perspectivas de Design Participativo Utilizando Brain Draw. In Anais do XXXI Simpósio Brasileiro de Informática na Educação (Online). SBC, Porto Alegre, RS, Brasil, 882–891. https://doi.org/10.5753/cbie.sbie.2020.882

Thaís Ferreira, Davi Viana, Juliana Fernandes, and Rodrigo Santos. 2018. Identifying Emerging Topics and Difficulties in Software Engineering Education in Brazil. In Proceedings of the XXXII Brazilian Symposium on Software Engineering (Sao Carlos, Brazil) (SBES ’18). Association for Computing Machinery, New York, NY, USA, 230–239. https://doi.org/10.1145/3266237.3266247

Gloria Piedad Gasca-Hurtado, María Clara Gómez-Álvarez, Jesús Andrés Hincapié, and Vianca Vega Zepeda. 2021. Gamification of an Educational Environment in Software Engineering: Case Study for Digital Accessibility of People With Disabilities. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 16, 4 (2021), 382–392. https://doi.org/10.1109/RITA.2021.3137372

F. Blum Haddad, L. Miguel Naldi Dias, C. Correa, and L. Mara Peres. 2022. Building a digital educational game supported by Socially Aware Design. In 2022 IEEE Frontiers in Education Conference (FIE). IEEE Computer Society, Los Alamitos, CA, USA, 1–9. https://doi.org/10.1109/FIE56618.2022.9962497

Edward T. Hall. 1959. The silent language. Doubleday, Garden City, N. Y. 240 S. pages.

Saskia Joseph, Michael Schumm, Otmar Rummel, Alexander Soska, Michael Reschke, Jürgen Mottok, Michael Niemetz, and Irmgard Schroll-Decker. 2013. Teaching finite state machines with case method and role play. In 2013 IEEE Global Engineering Education Conference (EDUCON). 1305–1312. https://doi.org/10.1109/EduCon.2013.6530275

Kecheng Liu. 2000. Semiotics in Information Systems Engineering. Cambridge University Press. https://doi.org/10.1017/CBO9780511543364

Júlia Ortiz and Roberto Pereira. 2020. Computational Thinking for Youth and Adults Education: Towards a Socially Aware Model. In Anais dos Workshops do IX Congresso Brasileiro de Informática na Educação (Online). SBC, Porto Alegre, RS, Brasil, 52–61. https://doi.org/10.5753/cbie.wcbie.2020.52

Daniela C. C. Peixoto, Rodrigo M. Possa, Rodolfo F. Resende, and Clarindo Isaías P. S. Pádua. 2011. An overview of the main design characteristics of simulation games in Software Engineering education. In 2011 24th IEEE-CS Conference on Software Engineering Education and Training (CSEE&T). 101–110. https://doi.org/10.1109/CSEET.2011.5876076

Lara S. G. Piccolo, Kenny Meesters, and Shadrock Roberts. 2018. Building a Socio-Technical Perspective of Community Resilience with a Semiotic Approach. In Digitalisation, Innovation, and Transformation, Kecheng Liu, Keiichi Nakata, Weizi Li, and Cecilia Baranauskas (Eds.). Springer International Publishing, Cham, 22–32.

Alysson Prado and Cecilia Baranauskas. 2018. Understanding and designing sociotechnical scenarios: a multi-theoretical approach. Journal on Interactive Systems 9, 3 (Dec. 2018). https://doi.org/10.5753/jis.2018.706

Rafael Prikladnicki, Helen Sharp, Rashina Hoda, Yvonne Dittrich, Marcelo Cataldo, and Cleidson R. B. de Souza. 2013. 6th International workshop on cooperative and human aspects of software engineering (CHASE 2013). In 2013 35th International Conference on Software Engineering (ICSE). 1511–1512. https://doi.org/10.1109/ICSE.2013.6606762

Sebastião Santos, Yandson Costa, Davi Viana, Alex Filho, João Junior, and Luis Cabrejos. 2020. Identificando Jogos Sérios Para o Ensino de Engenharia de Software no Brasil Através de Um Mapeamento Sistemático. Research, Society and Development 9 (05 2020), 329973702. https://doi.org/10.33448/rsd-v9i7.3702

Sebastião Santos, Yandson Costa, Davi Viana, Alex Filho, João Junior, and Luis Cabrejos. 2020. Identificando Jogos Sérios Para o Ensino de Engenharia de Software no Brasil Através de Um Mapeamento Sistemático. Research, Society and Development 9 (05 2020), 329973702. https://doi.org/10.33448/rsd-v9i7.3702

Shalom Schwartz. 2005. Basic human values: Their content and structure across countries. 21–55.

Márcia Souza and César França. 2016. O que Explica o Sucesso de Jogos no Ensino de Engenharia de Software? Uma Teoria de Motivação. In Anais do XXIV Workshop sobre Educação em Computação (Porto Alegre). SBC, Porto Alegre, RS, Brasil, 260–269. https://doi.org/10.5753/wei.2016.9669
Publicado
29/05/2023
HADDAD, Flávia Belintani Blum; DIAS, Luiz Miguel Naldi; CORRÊA, Cléber Gimenez; PERES, Letícia Mara. Discovery of socio-technical requirements for the design of a digital educational game. In: SIMPÓSIO BRASILEIRO DE SISTEMAS DE INFORMAÇÃO (SBSI), 19. , 2023, Maceió/AL. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 .