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A Gameful Approach to Teaching Software Design and Software Testing - Assignments and Quests

机译:一种教学软件设计和软件测试的有趣方法-作业和任务

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摘要

Introductory CS classes typically do not focus on software testing. A lot of students’ mental model when they start learning programming is that “if it compiles and runs without crashing, it must work fine.” Despite numerous attempts to introduce testing early in CS programs and many known benefits to inculcating good testing habits early in one’s programming life, students remain averse to software testing as there is low student interest in software testing. To address this problem, we used an internally developed research system called HALO — “Highly Addictive sociaLly Optimized Software Engineering”. Our previous work describes early prototypes of HALO; in this paper, we describe how we used it for the CS2 class and the feedback from real users. HALO uses game-like elements and motifs from popular games like World of Warcraft to make the whole software engineering process and in particular, the software testing process, more engaging and social. HALO is not a game; it leverages game mechanics and applies them to the software development process. For example, in HALO, students are given a number of “quests” that they need to complete. These quests are used to disguise standard software testing techniques like white and black box testing, unit testing, and boundary value analysis. Upon completing these quests, the students get social rewards in the form of achievements, titles, and experience points. They can see how they are doing compared to other students in the class. While the students think that they are competing just for points and achievements, the primary benefit of such a system is that the students’ code gets tested a lot better than it normally would have.
机译:入门级CS类通常不关注软件测试。许多学生在开始学习编程时的思维模式是“如果编译并运行而不会崩溃,则它必须运行良好。”尽管进行了很多尝试以尽早在CS程序中引入测试,并且在编程生涯的早期阶段就灌输了良好的测试习惯有许多已知的好处,但是由于学生对软件测试的兴趣很低,所以学生仍然不喜欢软件测试。为了解决这个问题,我们使用了内部开发的研究系统HALO,即“高度上瘾的社会优化软件工程”。我们之前的工作描述了HALO的早期原型;在本文中,我们描述了如何将其用于CS2类以及实际用户的反馈。 HALO使用类似魔兽世界这样的流行游戏中的类游戏元素和主题来使整个软件工程过程(尤其是软件测试过程)更具吸引力和社交性。光环不是游戏;它不是游戏。它利用了游戏机制,并将其应用于软件开发过程。例如,在HALO中,向学生提供了许多他们需要完成的“任务”。这些任务用于掩盖标准软件测试技术,例如白盒和黑盒测试,单元测试和边界值分析。完成这些任务后,学生将以成就,头衔和经验点的形式获得社会奖励。与班上其他学生相比,他们可以看到他们的表现。尽管学生认为他们只是在争夺分数和成就,但这种系统的主要好处是,对学生的代码进行了比正常情况下更好的测试。

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