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A Case Study of Software Engineering Methods Education Supported By Digital Game-Based Learning: Applying the SEMAT Essence Kernel in Games and Course Projects

机译:基于数字游戏学习支持的软件工程方法教育的案例研究:在游戏和课程项目中应用Semat精华内核

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Software Engineering (SE) education shapes the perspectives taken by future software engineers. SE processes/methods represent an important knowledge area demanded by industry and curriculum guidelines but belong to those knowledge areas, which are challenging to be taught intuitively accessible. Just providing islands of knowledge is not sufficient in SE education. It has to provide students with the ability to focus on details demanded by stakeholders, technology, and the project environment but to keep a holistic view of the SE endeavor at the same time. To develop demanded competencies - knowledge, skills, and attitudes - SE education has to enable learning experiences where concepts, methods, and tools are perceived as actually supportive, providing orientation and guidance. Taking the high and increasing number of varying existing SE processes/methods into account, the knowledge provided has to be highly transferable to prepare students for their future SE endeavors. This paper presents the results of a case study conducted in summer semester 2016 to evaluate an Integrated Approach introducing students to SE methods based on simulation, Digital Game-Based Learning (DGBL), and SEMAT Essence.
机译:软件工程(SE)教育塑造了未来软件工程师所采取的观点。 SE流程/方法代表了行业和课程指南所需的重要知识面积,但属于那些具有挑战性的知识领域,这些领域是挑战直观的。只需提供知识岛屿在SE教育中不够。它必须为学生提供专注于利益相关者,技术和项目环境所需的细节,而是在同时保持SE努力的整体视图。发展所需的能力 - 知识,技能和态度 - SE教育必须启用学习经验,其中概念,方法和工具被视为实际支持,提供方向和指导。考虑到高度和越来越多的现有流程/方法,所提供的知识必须是高度转移,以便为学生为未来的努力做好准备。本文介绍了2016年夏季学期进行的案例研究的结果,以评估基于模拟,数字游戏的学习(DGBL)和Semat本质的综合方法。

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