An experience report of utilizing the BPM Wheel serious game to evaluate BPM learning in higher education
Resumo
Business Process Management (BPM) is key for organizational improvement, focusing on efficiency, flexibility, and strategic alignment. Educating professionals in BPM provides them with the necessary skills for process optimization. However, there are few serious games and collaborative activities to improve BPM education, highlighting a gap in interactive learning resources. This work provides an experience report concerning applying the BPM Wheel serious game to assess the concepts of process analysis and performance indicators in a BPM discipline of the Bachelor of Information Systems at a public university. We applied the game in a 100-minute class assignment with thirty-six students divided into six teams, involving a professor and one tutor. We evaluated the students’ perceptions regarding the game through a feedback questionnaire. The results indicated a positive reception regarding the effectiveness of the BPM Wheel game in learning, with students expressing strong agreement. Additionally, they highlighted the high level of engagement provided by the serious game and a generally positive reception regarding usability.Referências
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Brooke, J. et al. (1996). Sus-a quick and dirty usability scale. Usability Evaluation in Industry, 189(194):4–7.
CBOK, B. (2009). Guide to the business process management common body of knowledge.
Chow, W. (2021). Teaching business process management with a flipped-classroom and problem-based learning approach with the use of apromore and other bpm software in graduate information systems courses. In 2021 IEEE International Conference on Engineering, Technology & Education (TALE), pages 1–8. IEEE.
Chrysafiadi, K., Papadimitriou, S., and Virvou, M. (2022). Cognitive-based adaptive scenarios in educational games using fuzzy reasoning. Knowledge-Based Systems, 250:109111.
dos Santos, S. C. (2023). Transforming Computing Education with Problem-Based Learning: From Educational Goals to Competencies. Cambridge Scholars Publishing.
dos Santos, S. C., Vilela, J., and Vasconcelos, A. (2023). Promoting professional competencies through interdisciplinary pbl: An experience report in computing higher education. In 2023 IEEE Frontiers in Education Conference (FIE), pages 1–9. IEEE.
Garaccione, G. et al. (2023). Gamification of business process modeling notation education: An experience report. In Proceedings of the 27th International Conference on Evaluation and Assessment in Software Engineering, pages 460–464.
Garcia, I. et al. (2020). A serious game for teaching the fundamentals of iso, iec, ieee 29148 systems and software engineering–lifecycle processes–requirements engineering at undergraduate level. Computer Standards & Interfaces, 67:103377.
Gomes, D. M., Silva, L. T., dos Santos, R., Silveira, F., Santana, F. C. B., and Luz, I. A. S. (2021). Percepção de estudantes sobre pbl online em cursos superiores do instituto federal da bahia durante a pandemia da covid-19. In Anais do XXIX Workshop sobre Educação em Computação, pages 91–100. SBC.
Grace, T. and Cohen, J. (2016). Business process management and digital game based learning.
Josko, J. M. B. (2020). A problem-based approach to teach physical database design: an experience report. In Anais do XXVIII Workshop sobre Educação em Computação, pages 11–15. SBC.
Ko, R. K. (2009). A computer scientist’s introductory guide to business process management (bpm). XRDS: Crossroads, The ACM Magazine for Students, 15(4):11–18.
Ko, R. K., Lee, S. S., and Wah Lee, E. (2009). Business process management (bpm) standards: A survey. Business Process Management Journal, 15(5):744–791.
Kutun, B. and Schmidt, W. (2019). Bpmn wheel: Board game for business process modelling. In European Conference on Games Based Learning, pages 1008–1012. Academic Conferences International Limited.
Nobre, M. and Vilela, J. (2024). Content and skills for teaching bpm in computer science courses: A systematic mapping study. In International Conference on Computer Supported Education (CSEDU).
Oliveira, L. A. d. (2014). Ebpm: Uma metodologia para gestão de processos de negócio. Master’s thesis, Universidade Federal de Pernambuco.
Ribeiro, C. et al. (2012). Using serious games to teach business process modeling and simulation. In Proceedings of the International Conference on Modeling, Simulation and Visualization Methods (MSV), page 1. The Steering Committee of The World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp).
Sarvepalli, A. and Godin, J. (2017). Business process management in the classroom. Journal of Cases on Information Technology (JCIT), 19(2):17–28.
Souza, S. R., Neto, J. C., Paschoal, L. N., and Hernandes, E. (2021). Ensino remoto emergencial de engenharia de software com pbl: um relato de experiência. In Anais do XXIX Workshop sobre Educação em Computação, pages 31–40. SBC.
Tantan, O. C., Lang, D., and Boughzala, I. (2016). Learning business process management through serious games: Feedbacks on the usage of innov8. In 2016 IEEE 18th Conference on Business Informatics (CBI), pages 248–254. IEEE.
Troussas, C., Krouskas, A., and Sgouropoulou, C. (2020). Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers & Education, 144:103698.
Vilela, J., Santos, C. d., and Maia, D. (2024). Impact of team formation type on students’ performance in pbl-based software engineering education. In International Conference on Computer Supported Education (CSEDU).
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M. C., Regnell, B., and Wesslén, A. (2012). Experimentation in software engineering. Springer Science & Business Media.
Brooke, J. et al. (1996). Sus-a quick and dirty usability scale. Usability Evaluation in Industry, 189(194):4–7.
CBOK, B. (2009). Guide to the business process management common body of knowledge.
Chow, W. (2021). Teaching business process management with a flipped-classroom and problem-based learning approach with the use of apromore and other bpm software in graduate information systems courses. In 2021 IEEE International Conference on Engineering, Technology & Education (TALE), pages 1–8. IEEE.
Chrysafiadi, K., Papadimitriou, S., and Virvou, M. (2022). Cognitive-based adaptive scenarios in educational games using fuzzy reasoning. Knowledge-Based Systems, 250:109111.
dos Santos, S. C. (2023). Transforming Computing Education with Problem-Based Learning: From Educational Goals to Competencies. Cambridge Scholars Publishing.
dos Santos, S. C., Vilela, J., and Vasconcelos, A. (2023). Promoting professional competencies through interdisciplinary pbl: An experience report in computing higher education. In 2023 IEEE Frontiers in Education Conference (FIE), pages 1–9. IEEE.
Garaccione, G. et al. (2023). Gamification of business process modeling notation education: An experience report. In Proceedings of the 27th International Conference on Evaluation and Assessment in Software Engineering, pages 460–464.
Garcia, I. et al. (2020). A serious game for teaching the fundamentals of iso, iec, ieee 29148 systems and software engineering–lifecycle processes–requirements engineering at undergraduate level. Computer Standards & Interfaces, 67:103377.
Gomes, D. M., Silva, L. T., dos Santos, R., Silveira, F., Santana, F. C. B., and Luz, I. A. S. (2021). Percepção de estudantes sobre pbl online em cursos superiores do instituto federal da bahia durante a pandemia da covid-19. In Anais do XXIX Workshop sobre Educação em Computação, pages 91–100. SBC.
Grace, T. and Cohen, J. (2016). Business process management and digital game based learning.
Josko, J. M. B. (2020). A problem-based approach to teach physical database design: an experience report. In Anais do XXVIII Workshop sobre Educação em Computação, pages 11–15. SBC.
Ko, R. K. (2009). A computer scientist’s introductory guide to business process management (bpm). XRDS: Crossroads, The ACM Magazine for Students, 15(4):11–18.
Ko, R. K., Lee, S. S., and Wah Lee, E. (2009). Business process management (bpm) standards: A survey. Business Process Management Journal, 15(5):744–791.
Kutun, B. and Schmidt, W. (2019). Bpmn wheel: Board game for business process modelling. In European Conference on Games Based Learning, pages 1008–1012. Academic Conferences International Limited.
Nobre, M. and Vilela, J. (2024). Content and skills for teaching bpm in computer science courses: A systematic mapping study. In International Conference on Computer Supported Education (CSEDU).
Oliveira, L. A. d. (2014). Ebpm: Uma metodologia para gestão de processos de negócio. Master’s thesis, Universidade Federal de Pernambuco.
Ribeiro, C. et al. (2012). Using serious games to teach business process modeling and simulation. In Proceedings of the International Conference on Modeling, Simulation and Visualization Methods (MSV), page 1. The Steering Committee of The World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp).
Sarvepalli, A. and Godin, J. (2017). Business process management in the classroom. Journal of Cases on Information Technology (JCIT), 19(2):17–28.
Souza, S. R., Neto, J. C., Paschoal, L. N., and Hernandes, E. (2021). Ensino remoto emergencial de engenharia de software com pbl: um relato de experiência. In Anais do XXIX Workshop sobre Educação em Computação, pages 31–40. SBC.
Tantan, O. C., Lang, D., and Boughzala, I. (2016). Learning business process management through serious games: Feedbacks on the usage of innov8. In 2016 IEEE 18th Conference on Business Informatics (CBI), pages 248–254. IEEE.
Troussas, C., Krouskas, A., and Sgouropoulou, C. (2020). Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers & Education, 144:103698.
Vilela, J., Santos, C. d., and Maia, D. (2024). Impact of team formation type on students’ performance in pbl-based software engineering education. In International Conference on Computer Supported Education (CSEDU).
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M. C., Regnell, B., and Wesslén, A. (2012). Experimentation in software engineering. Springer Science & Business Media.
Publicado
21/07/2024
Como Citar
NOBRE, Matheus R. B.; VILELA, Jéssyka.
An experience report of utilizing the BPM Wheel serious game to evaluate BPM learning in higher education. In: WORKSHOP SOBRE EDUCAÇÃO EM COMPUTAÇÃO (WEI), 32. , 2024, Brasília/DF.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 353-364.
ISSN 2595-6175.
DOI: https://doi.org/10.5753/wei.2024.3071.