Um estudo sobre jogos eletrônicos para o ensino de engenharia de software
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Universidade Federal de São Carlos
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The reviewed work converges on the point about software engineering, particularly in initial stages of computer education, being highly theoretical and abstract (CALDERÓN et al., 2017; CLEGG et al., 2017; MONTENEGRO et al., 2017; PETRI et al., 2017; PIEPER et al., 2017; ALATRISTA-SALAS & NUNEZ-DEL-PRADO, 2018; LARENAS et al., 2018; LÓPEZ-FERNÁNDEZ et al., 2022), which causes mass loss of interest and difficulty to learn its basic concepts and theories, amongst students, given the gap between in-class theory and real applications for that. However, software engineering is essential to reduce production and post-production costs and maintenance (people, time and money). To counter such a problem, different methods from different knowledge areas have been studied as complementary methods to motivate and facilitate the learning of SE. Two examples are gamification (applying game elements in a non-game context) and serious games (games with goals beyond entertainment - usually education or training of skills - in a safe environment). This work focuses on digital serious games and aims to survey which digital games are used to support SE learning/teaching and which areas of SE are supported by such games, as well as the means to evaluate and assess its impact on learning.
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BASTOS, Gustavo David Leite. Um estudo sobre jogos eletrônicos para o ensino de engenharia de software. 2024. Trabalho de Conclusão de Curso (Graduação em Ciência da Computação) – Universidade Federal de São Carlos, São Carlos, 2024. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/21779.
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Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Brazil
