{"title":"Educational software engineering: Where software engineering, education, and gaming meet","authors":"Tao Xie, N. Tillmann, J. D. Halleux","doi":"10.1109/GAS.2013.6632588","DOIUrl":null,"url":null,"abstract":"We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.","PeriodicalId":286301,"journal":{"name":"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"34","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GAS.2013.6632588","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 34
Abstract
We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.
我们定义并提倡教育软件工程的子领域(即,用于教育的软件工程),它为一般的教育任务开发软件工程技术(例如,软件测试和分析,软件分析),超出了用于软件工程的教育任务。在这个子领域中,游戏技术通常与软件工程技术一起发挥重要作用。我们期望教育软件工程的研究人员将成为教育领域和即将到来的大规模在线开放课程(MOOCs)时代的关键人物之一。教育软件工程能够并将为解决教育领域的各种关键挑战,特别是mooc,如自动评分、智能辅导、问题生成和抄袭检测,提供重要的解决方案。在本文中,我们定义了教育软件工程,并举例说明了Pex for Fun(简称Pex4Fun),这是我们最近利用软件工程和游戏技术来解决教学和学习编程和软件工程技能的教育任务的例子之一。