Reinforcing Software Engineering Learning through Provenance

Troy C. Kohwalter, E. Clua, Leonardo Gresta Paulino Murta
{"title":"Reinforcing Software Engineering Learning through Provenance","authors":"Troy C. Kohwalter, E. Clua, Leonardo Gresta Paulino Murta","doi":"10.1109/SBES.2014.16","DOIUrl":null,"url":null,"abstract":"Software engineering is focused on practical and theoretical aspects of the software production. Teaching software engineering is traditionally done through theoretical classes with some practical exercises. Recently, games and simulators were introduced as a ludic alternative for software engineering learning, where decisions and interactions become key factors to transmit and acquire knowledge. However, mistakes made by wrong decisions may jeopardize the learning process, especially when reproducing its effects is not a viable option due to the nondeterministic nature of games. With this in mind, in a previous work we proposed a novel approach based on provenance concepts in order to present the decisions and effects of such decisions when learning through games. In this work, we present an experimental evaluation of that approach with undergraduate students. The obtained results show that the use of provenance leads to faster and more accurate answers from students, including learning aspects that could not be achieved by a traditional educational game.","PeriodicalId":426125,"journal":{"name":"2014 Brazilian Symposium on Software Engineering","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 Brazilian Symposium on Software Engineering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBES.2014.16","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9

Abstract

Software engineering is focused on practical and theoretical aspects of the software production. Teaching software engineering is traditionally done through theoretical classes with some practical exercises. Recently, games and simulators were introduced as a ludic alternative for software engineering learning, where decisions and interactions become key factors to transmit and acquire knowledge. However, mistakes made by wrong decisions may jeopardize the learning process, especially when reproducing its effects is not a viable option due to the nondeterministic nature of games. With this in mind, in a previous work we proposed a novel approach based on provenance concepts in order to present the decisions and effects of such decisions when learning through games. In this work, we present an experimental evaluation of that approach with undergraduate students. The obtained results show that the use of provenance leads to faster and more accurate answers from students, including learning aspects that could not be achieved by a traditional educational game.
通过出处加强软件工程学习
软件工程侧重于软件生产的实践和理论方面。软件工程的教学传统上是通过理论课和一些实践练习来完成的。最近,游戏和模拟器作为软件工程学习的有趣选择被引入,其中决策和交互成为传播和获取知识的关键因素。然而,错误决策所造成的错误可能会危及学习过程,特别是当由于游戏的不确定性而无法复制其效果时。考虑到这一点,在之前的工作中,我们提出了一种基于起源概念的新方法,以便在通过游戏学习时呈现决策和这些决策的影响。在这项工作中,我们在本科生中对该方法进行了实验评估。获得的结果表明,使用出处可以让学生更快、更准确地回答问题,包括传统教育游戏无法实现的学习方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信