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Gamification is the application of game-design elements and game principles in non-game contexts. Gamification is a relatively new trend that has been applied in various domains, including Software Engineering. However, few studies have explored the potential of gamification in the context of Software Engineering education. In this paper, we describe an experience of introducing two game elements,...
There has been a recent surge in the need for computer science educational resources. Often, this need is addressed with computer-based learning tools. However, many of these tools target coding skills and software design rather than teaching foundational topics. This work proposes an interactive tool for teaching process management using the common abstraction of the Dining Philosophers Problem....
Gamification is widely applied in various fields, such as business, marketing, education and social media. Gamification is predicted to be used by many companies. Therefore, gamification is still being developed. Nowadays, social media application also growing rapidly and make a new social media application must have new methods to penetrate the global market. This research is assembled from various...
In this paper we introduce an approach for using peer assessment augmented with digital badges in a project-based learning scenario. We present preliminary results from a students' questionnaire showing that the project was a real success in terms of learner satisfaction. Peer assessment and badges were perceived mostly positive by the students. We also propose several improvements, which could eliminate...
Education methods for millennials must accommodate their expectations and behaviors. Active learning methodologies seem to be adequate for this requirement. In particular, in this paper, we discuss the design and deployment of Team-Based Learning (TBL) in two undergraduate Software Engineering courses. TBL is a type of Active Learning Methodology that makes extensive use of small groups to accommodate...
Kanban is a workflow management method especially suitable for managing continuous software engineering work. We attempted to teach Kanban and lean thinking in a software project management course in Aalto University with a collaborative Kanban board game. Our goal was to measure if the learning goals of the class were reached and to study the student's perceptions of the game. Data was collected...
Game based-learning methods are largely adopted in many academic fields. The multi-dimensional virtual reality based learning games help the learners to understand the problem dynamics effectively and to construct optimal solutions for them. This shows that games help learners in problem solving and enhancing their performance. Still the implementation of game-based learning is new to software engineering...
Despite rapid growth and the promise of a lucrative degree, the attrition rate for students studying Computer Science is high. Computer Science learning is a difficult, tedious process with a heavy workload which demands a lot from those studying it. A student who loses motivation or interest in the field is more likely to find a new area of study. In order to keep students interested and motivated,...
This paper outlines a Tele-presence framework to facilitate teaching in future mixed reality spaces. In a world where the increasing use of Massive Open Online Courses (MOOC) are beginning to compete with traditional university education, due in part to the rapid increase in student fees across the world, is there a middle ground where the advantages of MOOC's can be balanced with advantages of traditional...
Gamification and in particular game-based learning is significantly gaining ground during the latest decades. It expresses a different approach to education that is mixing education with gaming, aiming to enhance the learning experience with game mechanics and rules and to provide stronger motivations for lifelong learning. Many works have illustrated the benefits of learning while playing. This work...
Students learn and process information in different ways according to their learning styles. There are many learning styles and teachers are usually unable to deliver learning material that matches every possible combination. In this context, several tools, called Adaptive Hypermedia Systems (AHS), have been developed to automatically adapt and recommend learning material according to the students'...
While most of the literature on Black men prescribe to a deficit model that focuses on academic failures and poverty, this work focuses on the positive by profiling Black men who have successfully entered information technology (IT) majors. Here we reveal various capitals, their accumulation, and their effects using Bourdieu's framework to inductively uncover that Black men succeed in IT careers by...
Gamification is maturing as an academic research object, but still suffers from growing pains. Challenges identified in a practical gamification activity are used to anchor a discussion of theoretical challenges currently facing gamification. We argue that some of the pain can be attributed to the exceptionalist and formalist definitions of game, and believe that these interpretations assume a dualistic...
This paper conducts a Systematic Mapping in order to outline a current overview of digital serious games applications' evaluations for game-based learning purposes on computer science higher education. The search was performed on informatics' area electronic databases, resulting in 2,174 publications initially found. After sorting through the application of inclusion and exclusion criteria, remained...
We have designed and built CalcTutor, an online educational tool for Calculus that employs the Teachers Dilemma methodology. This methodology is centered around a game framework where students take on, and are rewarded for playing well, both the role of learner and teacher. Students create machine-verifiable questions for each other and gain points based on not only correct answers but also asking...
In this paper, we provide an overview of two Computer Science for High School teacher training workshops, offered at Fairfield University in 2012 and 2013. These professional development programs offered the skills necessary to integrate Google Apps education and interactive, metaphor-based computer games tools into middle and high school curricula, to help students learn computer science and engineering...
Educational videogames have become a popular teaching tool in recent years due to their ability to increase student motivation. Various attempts have been made to develop models and guides for video games which allow students to practice and/or learn certain curricular content while still meeting their expectations for the game to be fun. Achieving such a balance between teaching and gaming objectives...
Software engineering involves the application of a systematic and disciplined approach to develop software products. Approach includes the development of methods, tools, and concepts in order to support the software development and management processes. Software engineering teaching has been focused on theoretical concepts and technical issues; communication, teamwork, and negotiation skills have...
Hardware-based courses require a lot of practical work during lab exercises, so students can achieve the learning outcomes more easily. Additionally, instructors expect the students to work on practical projects, which are more challenging and where students must use knowledge of several learning areas. Both lab exercises and projects should be interesting for the students, especially for computer...
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a willingness to apply inclusive design practice is often necessary. The Global Game Jam offers a potential avenue to promote inclusive design practices to students of game...
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