{"title":"需求工程训练游戏的有效设计和使用","authors":"M. Alexander, J. Beatty","doi":"10.1109/REET.2008.2","DOIUrl":null,"url":null,"abstract":"Games may be fun to play, but do they help students learn? In this position paper, the authors argue that games are an effective mechanism to achieve deep learning and help students retain information, but only if those games are designed appropriately. To support this position, the paper provides a short overview of game-based learning theory, followed by three example training games with which the authors have had success.","PeriodicalId":239229,"journal":{"name":"2008 Requirements Engineering Education and Training","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Effective Design and Use of Requirements Engineering Training Games\",\"authors\":\"M. Alexander, J. Beatty\",\"doi\":\"10.1109/REET.2008.2\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Games may be fun to play, but do they help students learn? In this position paper, the authors argue that games are an effective mechanism to achieve deep learning and help students retain information, but only if those games are designed appropriately. To support this position, the paper provides a short overview of game-based learning theory, followed by three example training games with which the authors have had success.\",\"PeriodicalId\":239229,\"journal\":{\"name\":\"2008 Requirements Engineering Education and Training\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-09-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 Requirements Engineering Education and Training\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/REET.2008.2\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 Requirements Engineering Education and Training","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/REET.2008.2","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Effective Design and Use of Requirements Engineering Training Games
Games may be fun to play, but do they help students learn? In this position paper, the authors argue that games are an effective mechanism to achieve deep learning and help students retain information, but only if those games are designed appropriately. To support this position, the paper provides a short overview of game-based learning theory, followed by three example training games with which the authors have had success.