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Teaching Communication Management in Software Projects Through Serious Educational Games

机译:通过严肃的教育游戏在软件项目中教学沟通管理

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Companies that have been successful in implementing software project management, have focused efforts on people-oriented topics, for example, communication and teamwork. In order to effectively disseminate the attributes that the organization expects from a newly formed professional and what the university prepares, it is necessary to adopt ways of teaching that will encourage the involvement of these young people. It is in this context that active teaching methodologies, such as Game Based Learning, have emerged to include processes of experimentation and social interactivity. This work aims to identify and prioritize the practices inherent to Communication Management in Software Projects, that allow to perfect a game for teaching and learning. The steps of this research were: (1) identification of communication management practices and processes in the literature, (2) prioritization of practices and processes through the use of the AHP method, (3) conducting cycles of application of the object of study: an online board game and finally (4). The results allow to conclude that there was an improvement in the number of correct answers after the students played the game, especially in practices Communicate changes efficiently, Accurately collect requirements and Communicate frequently with interested parties. So, it is possible to prove statistically that the game increased students' knowledge about these practices.
机译:已经成功实施软件项目管理公司,对以人为本的主题集中力量,例如,沟通和团队合作。为了有效传播的属性,从一家新成立的专业,什么学校准备组织预计,有必要采取的教学方式,鼓励这些年轻人的参与。正是在这样的背景下,积极的教学方法,如基于游戏的学习,都出现了包括实验和社会互动的过程。这项工作的目的是确定并优先固有的软件项目沟通管理的做法,允许完善游戏教学和学习。本研究的步骤是:(1)在文献中的通信管理方法和过程标识,(2)通过传导研究的对象的应用程序的循环使用AHP方法,(3)的做法和进程优先级:在线棋牌游戏,最后(4)。结果允许得出结论,有正确答案的数目的改善后的学生玩过的游戏,尤其是在实践有效沟通的变化,准确地收集要求,并与有关各方沟通频繁。因此,有可能统计上证明该游戏增加了这些做法,学生的知识。

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