软件工程教育中的游戏与游戏化:对教育者的调查

Pedro Rodrigues, M. Souza, Eduardo Figueiredo
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引用次数: 16

摘要

在软件工程教育中使用游戏和游戏元素并不新鲜。事实上,自1974年以来,它们在软件工程教育中的应用就出现在研究论文中,2000年之后更是臭名昭著。然而,关于在软件工程教育中实际采用这些方法的信息很少。因此,本文的目标是从教育工作者的角度来研究游戏和游戏元素在软件工程教育中的使用。为了实现这一目标,本研究提出并分析了88位软件工程教授回答的调查结果。我们从巴西不同地区的100所知名大学和教育机构中挑选了285名教育工作者作为样本。调查的目的是(i)收集有关在课堂上使用游戏和游戏化的信息,(ii)了解ACM/IEEE知识领域与使用的游戏相关方法的关系。结果表明,大多数教授都知道这些教育方法,只有21名参与者采用了游戏,只有19名参与者采用了游戏元素。游戏通常用于涵盖“软件过程”和“项目管理”。最常用的游戏元素是点数、测验和挑战。结果还表明,不采用这些资源的主要原因是缺乏知识,缺乏与软件工程教学相关的游戏信息,以及缺乏时间来计划并将这些方法纳入课堂。最后,结果显示了软件工程教授未来采用这些与游戏相关的方法的积极趋势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Games and Gamification in Software Engineering Education: A Survey with Educators
The use of games and game elements in software engineering education is not new. In fact, their use in Software Engineering education is found in research papers since 1974, with a notorious increase after 2000. However, there is little information about the actual adoption of these approaches in software engineering education. Therefore, the goal of this paper is to investigate the use of games and game elements in software engineering education, in the perspective of educators. To achieve this goal, this study proposes and analyzes the results of a survey answered by 88 software engineering professors. We sample the participants by inviting 285 educators mined from one hundred well-stablished universities and educational institutions of different regions of Brazil. The goal of the survey is (i) to collect information about the use of games and gamification in classrooms and (ii) to understand the relation of ACM/IEEE knowledge areas and the used game-related methods. The results show that most of the professors are aware of these educational approaches, the games were adopted by only 21 participants and game elements were only adopted by 19 participants. Games are most used to cover “Software Process” and “Project Management”. The most used game elements are Points, Quizzes, and Challenges. The results also show that the main reasons for not adopting the resources are the lack of knowledge, lack of information about relevant games for teaching software engineering, and the lack of time to plan and include these approaches in the classroom. Finally, results show a positive tendency towards the future adoption of these game-related approaches by the software engineering professors.
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