Quality of digital and non-digital games used for teaching software engineering in Brazil

Detalhes bibliográficos
Autor(a) principal: Petri, Giani
Data de Publicação: 2018
Outros Autores: Gresse von Wangenheim, Christiane, Borgatto, Adriano Ferreti
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista de Gestão e Avaliação Educacional
Texto Completo: http://periodicos.ufsm.br/regae/article/view/29046
Resumo: Educational games have been used as an innovative strategy for Software Engineering (SE) education in Brazil. However, it is essential to evaluate such games in order to obtain sound evidence on their quality. Thus, the objective of this article is to summarize empirical evidence on the quality of digital and non-digital games used for teaching SE in Brazil. The analysis is based on data collected from 41 case studies that used Meega, the most used model for the evaluation of educational games, evaluating 19 games, involving a population of 704 students. The results indicate that digital and non-digital games can have a positive effect on learning by providing a pleasant and engaging experience for students and motivating them to study. These results can guide instructors in the selection of games as instructional methods and guide game creators toward developing new educational games.Key words: quality evaluation, educational games, software engineering.
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spelling Quality of digital and non-digital games used for teaching software engineering in BrazilQualidade de jogos digitais e não digitais utilizados para o ensino de engenharia de software no BrasilEducational games have been used as an innovative strategy for Software Engineering (SE) education in Brazil. However, it is essential to evaluate such games in order to obtain sound evidence on their quality. Thus, the objective of this article is to summarize empirical evidence on the quality of digital and non-digital games used for teaching SE in Brazil. The analysis is based on data collected from 41 case studies that used Meega, the most used model for the evaluation of educational games, evaluating 19 games, involving a population of 704 students. The results indicate that digital and non-digital games can have a positive effect on learning by providing a pleasant and engaging experience for students and motivating them to study. These results can guide instructors in the selection of games as instructional methods and guide game creators toward developing new educational games.Key words: quality evaluation, educational games, software engineering.Os jogos educacionais têm sido utilizados como uma estratégia inovadora para o ensino de Engenharia de Software (ES) no Brasil. No entanto, é essencial avaliar estes jogos para obter evidências sobre a sua qualidade. Diante disso, o objetivo deste artigo é sintetizar evidências empíricas sobre a qualidade dos jogos digitais e não-digitais utilizados para o ensino de ES no Brasil. A análise baseia-se em dados coletados de 41 estudos de caso que utilizam o Meega, o modelo mais utilizado para a avaliação de jogos educacionais, avaliando 19 jogos, envolvendo uma população de 704 alunos. Os resultados indicam evidências de que os jogos digitais e não-digitais podem contribuir para a aprendizagem, proporcionando uma experiência agradável e envolvente aos alunos e motivando-os ao estudo. Esses resultados podem orientar instrutores na seleção de jogos como métodos instrucionais e guiar criadores de jogos em relação ao desenvolvimento de novos jogos educacionais.Palavras-chave: avaliação da qualidade, jogos educacionais, engenharia de software.Universidade Federal de Santa Maria2018-04-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://periodicos.ufsm.br/regae/article/view/2904610.5902/2318133829046Regae: Revista de Gestão e Avaliação Educacional; v. 7, n. 14, jan./abr., 2018; 9-29Revista de Gestão e Avaliação Educacional; v. 7, n. 14, jan./abr., 2018; 9-292318-13382176-2171reponame:Revista de Gestão e Avaliação Educacionalinstname:Universidade Federal de Santa Maria (UFSM)instacron:UFSMporhttp://periodicos.ufsm.br/regae/article/view/29046/pdfCopyright (c) 2017 Revista de Gestão e Avaliação Educacionalinfo:eu-repo/semantics/openAccessPetri, GianiGresse von Wangenheim, ChristianeBorgatto, Adriano Ferreti2018-04-15T21:37:34Zoai:ojs.pkp.sfu.ca:article/29046Revistahttps://periodicos.ufsm.br/regaePUBhttp://cascavel.ufsm.br/revistas/ojs-2.2.2/index.php/regae/oai||revistaregae@gmail.com2318-13382176-2171opendoar:2018-04-15T21:37:34Revista de Gestão e Avaliação Educacional - Universidade Federal de Santa Maria (UFSM)false
dc.title.none.fl_str_mv Quality of digital and non-digital games used for teaching software engineering in Brazil
Qualidade de jogos digitais e não digitais utilizados para o ensino de engenharia de software no Brasil
title Quality of digital and non-digital games used for teaching software engineering in Brazil
spellingShingle Quality of digital and non-digital games used for teaching software engineering in Brazil
Petri, Giani
title_short Quality of digital and non-digital games used for teaching software engineering in Brazil
title_full Quality of digital and non-digital games used for teaching software engineering in Brazil
title_fullStr Quality of digital and non-digital games used for teaching software engineering in Brazil
title_full_unstemmed Quality of digital and non-digital games used for teaching software engineering in Brazil
title_sort Quality of digital and non-digital games used for teaching software engineering in Brazil
author Petri, Giani
author_facet Petri, Giani
Gresse von Wangenheim, Christiane
Borgatto, Adriano Ferreti
author_role author
author2 Gresse von Wangenheim, Christiane
Borgatto, Adriano Ferreti
author2_role author
author
dc.contributor.author.fl_str_mv Petri, Giani
Gresse von Wangenheim, Christiane
Borgatto, Adriano Ferreti
description Educational games have been used as an innovative strategy for Software Engineering (SE) education in Brazil. However, it is essential to evaluate such games in order to obtain sound evidence on their quality. Thus, the objective of this article is to summarize empirical evidence on the quality of digital and non-digital games used for teaching SE in Brazil. The analysis is based on data collected from 41 case studies that used Meega, the most used model for the evaluation of educational games, evaluating 19 games, involving a population of 704 students. The results indicate that digital and non-digital games can have a positive effect on learning by providing a pleasant and engaging experience for students and motivating them to study. These results can guide instructors in the selection of games as instructional methods and guide game creators toward developing new educational games.Key words: quality evaluation, educational games, software engineering.
publishDate 2018
dc.date.none.fl_str_mv 2018-04-15
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dc.identifier.uri.fl_str_mv http://periodicos.ufsm.br/regae/article/view/29046
10.5902/2318133829046
url http://periodicos.ufsm.br/regae/article/view/29046
identifier_str_mv 10.5902/2318133829046
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv http://periodicos.ufsm.br/regae/article/view/29046/pdf
dc.rights.driver.fl_str_mv Copyright (c) 2017 Revista de Gestão e Avaliação Educacional
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2017 Revista de Gestão e Avaliação Educacional
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal de Santa Maria
publisher.none.fl_str_mv Universidade Federal de Santa Maria
dc.source.none.fl_str_mv Regae: Revista de Gestão e Avaliação Educacional; v. 7, n. 14, jan./abr., 2018; 9-29
Revista de Gestão e Avaliação Educacional; v. 7, n. 14, jan./abr., 2018; 9-29
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