A framework for gamification of project-based software engineering education

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: Mauricío Ronny de Almeida Souza lattes
Orientador(a): Eduardo Magno Lages Figueiredo lattes
Banca de defesa: Eduardo Magno Lages Figueiredo, Claudia Maria Lima Werner, Marco Túlio de Oliveira Valente, Raquel Oliveira Prates, Christiane Anneliese Gresse von Wangenheim
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: eng
Instituição de defesa: Universidade Federal de Minas Gerais
Programa de Pós-Graduação: Programa de Pós-Graduação em Ciência da Computação
Departamento: ICEX - INSTITUTO DE CIÊNCIAS EXATAS
País: Brasil
Palavras-chave em Português:
Link de acesso: http://hdl.handle.net/1843/30106
Resumo: Balancing theory and practice is a recurring challenge in software engineering (SE) education. However, the curriculum guidelines of the ACM/IEEE and Brazilian Computer Society (SBC) emphasize the need of providing students with sufficient practical experiences, for the development of the competences expected for SE professional. Project and game based approaches have been largely used to address this necessity. Therefore, the goal of this thesis is the proposal of a framework to support the joint adoption of Project-Based Learning (PBL) and gamification to introduce practice in SE education. Following the design science paradigm, we conducted a series of literature and empirical studies for understanding the use of these educational methods to support software engineering education. Based on the lessons learned from these studies, we propose and evaluate GaPSEE, a framework to support lecturers in the planning and execution of practical assignments using principles of PBL and gamification. GaPSEE was evaluated in five case studies from three federal universities in Brazil. The result from interviews with 4 lecturers and responses of a survey with 76 students are indicative of positive perception about the use of GaPSEE to introduce practice in software engineering education. The main benefits noticed from the application of GaPSEE are related to increased students participation and interaction with lecturers, increased engagement and motivation of students, meaningful contextualization of practice, and having a roadmap of activities to guide and track the progress of students.
id UFMG_206504b0538b47bae7b3a9d64aff99e8
oai_identifier_str oai:repositorio.ufmg.br:1843/30106
network_acronym_str UFMG
network_name_str Repositório Institucional da UFMG
repository_id_str
spelling Eduardo Magno Lages Figueiredohttp://lattes.cnpq.br/1265706528850746Eduardo Magno Lages FigueiredoClaudia Maria Lima WernerMarco Túlio de Oliveira ValenteRaquel Oliveira PratesChristiane Anneliese Gresse von Wangenheimhttp://lattes.cnpq.br/3947074895996550Mauricío Ronny de Almeida Souza2019-09-24T19:08:28Z2019-09-24T19:08:28Z2019-09-13http://hdl.handle.net/1843/30106Balancing theory and practice is a recurring challenge in software engineering (SE) education. However, the curriculum guidelines of the ACM/IEEE and Brazilian Computer Society (SBC) emphasize the need of providing students with sufficient practical experiences, for the development of the competences expected for SE professional. Project and game based approaches have been largely used to address this necessity. Therefore, the goal of this thesis is the proposal of a framework to support the joint adoption of Project-Based Learning (PBL) and gamification to introduce practice in SE education. Following the design science paradigm, we conducted a series of literature and empirical studies for understanding the use of these educational methods to support software engineering education. Based on the lessons learned from these studies, we propose and evaluate GaPSEE, a framework to support lecturers in the planning and execution of practical assignments using principles of PBL and gamification. GaPSEE was evaluated in five case studies from three federal universities in Brazil. The result from interviews with 4 lecturers and responses of a survey with 76 students are indicative of positive perception about the use of GaPSEE to introduce practice in software engineering education. The main benefits noticed from the application of GaPSEE are related to increased students participation and interaction with lecturers, increased engagement and motivation of students, meaningful contextualization of practice, and having a roadmap of activities to guide and track the progress of students.Balancear teoria e prática é um desafio recorrente no ensino de engenharia de software. No entanto, as diretrizes curriculares da ACM / IEEE e da Sociedade Brasileira de Computação (SBC) enfatizam a necessidade de proporcionar aos alunos experiências práticas suficientes para o desenvolvimento das competências esperadas para os profissionais de engenharia de software. As abordagens baseadas em projetos e jogos têm sido amplamente utilizadas para atender a essa necessidade. Portanto, o objetivo desta tese é a proposta de um framework conceitual para apoiar a adoção conjunta de Aprendizagem Baseada em Projetos (PBL) e gamificação para introduzir a prática na educação engenharia de software. Seguindo o paradigma de design science, realizamos uma série de estudos empíricos e de literatura para entender o uso desses métodos educacionais para apoiar o ensino de engenharia de software. Com base nas lições aprendidas desses estudos, propomos e avaliamos o GaPSEE, um framework para apoiar professores no planejamento e execução de tarefas práticas usando os princípios de PBL e gamificação. O GaPSEE foi avaliado em cinco estudos de caso, executados em três universidades federais no Brasil. O resultado de entrevistas com 4 professores e as respostas de uma pesquisa com 76 alunos são indicativos de uma percepção positiva sobre o uso do GaPSEE para introduzir a prática no ensino de engenharia de software. Os principais benefícios observados com a aplicação do GaPSEE estão relacionados ao aumento da participação e interação dos alunos com os professores, maior engajamento e motivação dos alunos, contextualização significativa da prática e um roteiro de atividades para orientar e acompanhar o progresso dos alunos.CNPq - Conselho Nacional de Desenvolvimento Científico e TecnológicoengUniversidade Federal de Minas GeraisPrograma de Pós-Graduação em Ciência da ComputaçãoUFMGBrasilICEX - INSTITUTO DE CIÊNCIAS EXATASAtribuição-NãoComercial-SemDerivados 3.0 Portugalhttp://creativecommons.org/licenses/by-nc-nd/3.0/pt/info:eu-repo/semantics/openAccessSoftware engineering educationProject-based learningGamificationA framework for gamification of project-based software engineering educationinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisreponame:Repositório Institucional da UFMGinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGORIGINALteseFinalMauricio.pdfteseFinalMauricio.pdfapplication/pdf5339608https://repositorio.ufmg.br/bitstream/1843/30106/1/teseFinalMauricio.pdf7b9b213c9435f9dc5f249d01f7449d29MD51CC-LICENSElicense_rdflicense_rdfapplication/rdf+xml; charset=utf-8811https://repositorio.ufmg.br/bitstream/1843/30106/2/license_rdfcfd6801dba008cb6adbd9838b81582abMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82119https://repositorio.ufmg.br/bitstream/1843/30106/3/license.txt34badce4be7e31e3adb4575ae96af679MD53TEXTteseFinalMauricio.pdf.txtteseFinalMauricio.pdf.txtExtracted texttext/plain422904https://repositorio.ufmg.br/bitstream/1843/30106/4/teseFinalMauricio.pdf.txta41b2bf5c116fc951cd37092b761bae5MD541843/301062019-11-14 12:27:12.296oai:repositorio.ufmg.br:1843/30106TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEgRE8gUkVQT1NJVMOTUklPIElOU1RJVFVDSU9OQUwgREEgVUZNRwoKQ29tIGEgYXByZXNlbnRhw6fDo28gZGVzdGEgbGljZW7Dp2EsIHZvY8OqIChvIGF1dG9yIChlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSBhbyBSZXBvc2l0w7NyaW8gSW5zdGl0dWNpb25hbCBkYSBVRk1HIChSSS1VRk1HKSBvIGRpcmVpdG8gbsOjbyBleGNsdXNpdm8gZSBpcnJldm9nw6F2ZWwgZGUgcmVwcm9kdXppciBlL291IGRpc3RyaWJ1aXIgYSBzdWEgcHVibGljYcOnw6NvIChpbmNsdWluZG8gbyByZXN1bW8pIHBvciB0b2RvIG8gbXVuZG8gbm8gZm9ybWF0byBpbXByZXNzbyBlIGVsZXRyw7RuaWNvIGUgZW0gcXVhbHF1ZXIgbWVpbywgaW5jbHVpbmRvIG9zIGZvcm1hdG9zIMOhdWRpbyBvdSB2w61kZW8uCgpWb2PDqiBkZWNsYXJhIHF1ZSBjb25oZWNlIGEgcG9sw610aWNhIGRlIGNvcHlyaWdodCBkYSBlZGl0b3JhIGRvIHNldSBkb2N1bWVudG8gZSBxdWUgY29uaGVjZSBlIGFjZWl0YSBhcyBEaXJldHJpemVzIGRvIFJJLVVGTUcuCgpWb2PDqiBjb25jb3JkYSBxdWUgbyBSZXBvc2l0w7NyaW8gSW5zdGl0dWNpb25hbCBkYSBVRk1HIHBvZGUsIHNlbSBhbHRlcmFyIG8gY29udGXDumRvLCB0cmFuc3BvciBhIHN1YSBwdWJsaWNhw6fDo28gcGFyYSBxdWFscXVlciBtZWlvIG91IGZvcm1hdG8gcGFyYSBmaW5zIGRlIHByZXNlcnZhw6fDo28uCgpWb2PDqiB0YW1iw6ltIGNvbmNvcmRhIHF1ZSBvIFJlcG9zaXTDs3JpbyBJbnN0aXR1Y2lvbmFsIGRhIFVGTUcgcG9kZSBtYW50ZXIgbWFpcyBkZSB1bWEgY8OzcGlhIGRlIHN1YSBwdWJsaWNhw6fDo28gcGFyYSBmaW5zIGRlIHNlZ3VyYW7Dp2EsIGJhY2stdXAgZSBwcmVzZXJ2YcOnw6NvLgoKVm9jw6ogZGVjbGFyYSBxdWUgYSBzdWEgcHVibGljYcOnw6NvIMOpIG9yaWdpbmFsIGUgcXVlIHZvY8OqIHRlbSBvIHBvZGVyIGRlIGNvbmNlZGVyIG9zIGRpcmVpdG9zIGNvbnRpZG9zIG5lc3RhIGxpY2Vuw6dhLiBWb2PDqiB0YW1iw6ltIGRlY2xhcmEgcXVlIG8gZGVww7NzaXRvIGRlIHN1YSBwdWJsaWNhw6fDo28gbsOjbywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgaW5mcmluZ2UgZGlyZWl0b3MgYXV0b3JhaXMgZGUgbmluZ3XDqW0uCgpDYXNvIGEgc3VhIHB1YmxpY2HDp8OjbyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgYW8gUmVwb3NpdMOzcmlvIEluc3RpdHVjaW9uYWwgZGEgVUZNRyBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvIGRhIHB1YmxpY2HDp8OjbyBvcmEgZGVwb3NpdGFkYS4KCkNBU08gQSBQVUJMSUNBw4fDg08gT1JBIERFUE9TSVRBREEgVEVOSEEgU0lETyBSRVNVTFRBRE8gREUgVU0gUEFUUk9Dw41OSU8gT1UgQVBPSU8gREUgVU1BIEFHw4pOQ0lBIERFIEZPTUVOVE8gT1UgT1VUUk8gT1JHQU5JU01PLCBWT0PDiiBERUNMQVJBIFFVRSBSRVNQRUlUT1UgVE9ET1MgRSBRVUFJU1FVRVIgRElSRUlUT1MgREUgUkVWSVPDg08gQ09NTyBUQU1Cw4lNIEFTIERFTUFJUyBPQlJJR0HDh8OVRVMgRVhJR0lEQVMgUE9SIENPTlRSQVRPIE9VIEFDT1JETy4KCk8gUmVwb3NpdMOzcmlvIEluc3RpdHVjaW9uYWwgZGEgVUZNRyBzZSBjb21wcm9tZXRlIGEgaWRlbnRpZmljYXIgY2xhcmFtZW50ZSBvIHNldSBub21lKHMpIG91IG8ocykgbm9tZXMocykgZG8ocykgZGV0ZW50b3IoZXMpIGRvcyBkaXJlaXRvcyBhdXRvcmFpcyBkYSBwdWJsaWNhw6fDo28sIGUgbsOjbyBmYXLDoSBxdWFscXVlciBhbHRlcmHDp8OjbywgYWzDqW0gZGFxdWVsYXMgY29uY2VkaWRhcyBwb3IgZXN0YSBsaWNlbsOnYS4KCg==Repositório de PublicaçõesPUBhttps://repositorio.ufmg.br/oaiopendoar:2019-11-14T15:27:12Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)false
dc.title.pt_BR.fl_str_mv A framework for gamification of project-based software engineering education
title A framework for gamification of project-based software engineering education
spellingShingle A framework for gamification of project-based software engineering education
Mauricío Ronny de Almeida Souza
Software engineering education
Project-based learning
Gamification
title_short A framework for gamification of project-based software engineering education
title_full A framework for gamification of project-based software engineering education
title_fullStr A framework for gamification of project-based software engineering education
title_full_unstemmed A framework for gamification of project-based software engineering education
title_sort A framework for gamification of project-based software engineering education
author Mauricío Ronny de Almeida Souza
author_facet Mauricío Ronny de Almeida Souza
author_role author
dc.contributor.advisor1.fl_str_mv Eduardo Magno Lages Figueiredo
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/1265706528850746
dc.contributor.referee1.fl_str_mv Eduardo Magno Lages Figueiredo
dc.contributor.referee2.fl_str_mv Claudia Maria Lima Werner
dc.contributor.referee3.fl_str_mv Marco Túlio de Oliveira Valente
dc.contributor.referee4.fl_str_mv Raquel Oliveira Prates
dc.contributor.referee5.fl_str_mv Christiane Anneliese Gresse von Wangenheim
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/3947074895996550
dc.contributor.author.fl_str_mv Mauricío Ronny de Almeida Souza
contributor_str_mv Eduardo Magno Lages Figueiredo
Eduardo Magno Lages Figueiredo
Claudia Maria Lima Werner
Marco Túlio de Oliveira Valente
Raquel Oliveira Prates
Christiane Anneliese Gresse von Wangenheim
dc.subject.por.fl_str_mv Software engineering education
Project-based learning
Gamification
topic Software engineering education
Project-based learning
Gamification
description Balancing theory and practice is a recurring challenge in software engineering (SE) education. However, the curriculum guidelines of the ACM/IEEE and Brazilian Computer Society (SBC) emphasize the need of providing students with sufficient practical experiences, for the development of the competences expected for SE professional. Project and game based approaches have been largely used to address this necessity. Therefore, the goal of this thesis is the proposal of a framework to support the joint adoption of Project-Based Learning (PBL) and gamification to introduce practice in SE education. Following the design science paradigm, we conducted a series of literature and empirical studies for understanding the use of these educational methods to support software engineering education. Based on the lessons learned from these studies, we propose and evaluate GaPSEE, a framework to support lecturers in the planning and execution of practical assignments using principles of PBL and gamification. GaPSEE was evaluated in five case studies from three federal universities in Brazil. The result from interviews with 4 lecturers and responses of a survey with 76 students are indicative of positive perception about the use of GaPSEE to introduce practice in software engineering education. The main benefits noticed from the application of GaPSEE are related to increased students participation and interaction with lecturers, increased engagement and motivation of students, meaningful contextualization of practice, and having a roadmap of activities to guide and track the progress of students.
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-09-24T19:08:28Z
dc.date.available.fl_str_mv 2019-09-24T19:08:28Z
dc.date.issued.fl_str_mv 2019-09-13
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
format doctoralThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/1843/30106
url http://hdl.handle.net/1843/30106
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv Atribuição-NãoComercial-SemDerivados 3.0 Portugal
http://creativecommons.org/licenses/by-nc-nd/3.0/pt/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Atribuição-NãoComercial-SemDerivados 3.0 Portugal
http://creativecommons.org/licenses/by-nc-nd/3.0/pt/
eu_rights_str_mv openAccess
dc.publisher.none.fl_str_mv Universidade Federal de Minas Gerais
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Ciência da Computação
dc.publisher.initials.fl_str_mv UFMG
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv ICEX - INSTITUTO DE CIÊNCIAS EXATAS
publisher.none.fl_str_mv Universidade Federal de Minas Gerais
dc.source.none.fl_str_mv reponame:Repositório Institucional da UFMG
instname:Universidade Federal de Minas Gerais (UFMG)
instacron:UFMG
instname_str Universidade Federal de Minas Gerais (UFMG)
instacron_str UFMG
institution UFMG
reponame_str Repositório Institucional da UFMG
collection Repositório Institucional da UFMG
bitstream.url.fl_str_mv https://repositorio.ufmg.br/bitstream/1843/30106/1/teseFinalMauricio.pdf
https://repositorio.ufmg.br/bitstream/1843/30106/2/license_rdf
https://repositorio.ufmg.br/bitstream/1843/30106/3/license.txt
https://repositorio.ufmg.br/bitstream/1843/30106/4/teseFinalMauricio.pdf.txt
bitstream.checksum.fl_str_mv 7b9b213c9435f9dc5f249d01f7449d29
cfd6801dba008cb6adbd9838b81582ab
34badce4be7e31e3adb4575ae96af679
a41b2bf5c116fc951cd37092b761bae5
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
repository.name.fl_str_mv Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)
repository.mail.fl_str_mv
_version_ 1793891029382856704