Simsoft is a serious game-one that trains or educates-at the centre of a research project designed to see if and how games can contribute to better software engineering management education by helping software engineers and project managers explore some of the dynamic complexities of the field in a safe and inexpensive environment. A necessary precursor for this project was to establish what games already existed in the field and how effective they had been. To this end a systematic review of the literature was conducted using a collection of online science, engineering, education, and business databases looking for games or simulations used for educational or training purposes in software engineering or software project management across any of the SWEBOK knowledge areas. The initial search returned 243 results, which was filtered to 36 papers by applying some simple quality and relevance inclusion/exclusion criteria. These remaining papers were then analysed in more depth to see if and how they promoted education in the field of software engineering management. The results showed that games were mainly used in the SWEBOK knowledge areas of software engineering management and development processes, and most game activity was in Europe and the Americas. The results also showed that most games in the field have learning objectives pitched at the first rung of Bloom's taxonomy (knowledge), most studies followed a non-experimental design, and many had very small sample sizes. This suggests that more rigorous research is needed into the efficacy of games in teaching software engineering management, but enough evidence exists to say that educators could include serious games in their courses as a useful and interesting supplement to other teaching methods.
In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet technical developments and evolving industry demands. Each of these curriculum guidelines identifies better software project management skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game -a game designed to teach and educate players about some of the dynamic complexities of the field in a safe and inexpensive environment. This paper presents the results of a qualitative research project that used a simple game of a software project to see if and how games could contribute to better software project management education. Initial results suggest that suitably-designed games are able to teach software engineering and project management concepts at higher-order Bloom taxonomy levels.
It is recognized that non-technical or soft skills are a vital part of the IT curriculum and hence are considered to be core curriculum components, particularly in the USA and Australia and is also an important worldwide issue. An extensive analysis within an Australian university context found a mismatch between employer expectations and the university-based instruction in these skills. However, it was noted that this unpreparedness in soft skills may be because students may not have appreciated the importance of these skills -a result confirmed by this study, which used a questionnaire delivered to project students undertaking a range of IT based courses. Internships are not common in Australia and hence to address this problem guest speakers from industry are now regularly invited to give presentations to project students. Furthermore it was also found that those students who had workplace experience more fully appreciated the role of workplace soft skills than those who did not have such experience. This study clearly indicates the importance of a team based project unit for teaching soft skills. A further implication is that students need to be made aware of the importance of soft skills in the workplace as a part of their studies.
This paper presents the results of a qualitative research project that used a simple game of a software project to see if and how games could contribute to better software project management education, and, if so, what features would make them most efficacious. The results suggest that while games are useful pedagogical tools and are well-received by players, they are not sufficient in themselves and must be supplemented by other learning devices.
-With the rapid growth of large enterprise networks, capacity and performance management issues are becoming increasingly important to both business organizations and the telecommunication industry. Capacity and performance management techniques and methods provide guidance on how to plan, justify and manage network resources. Inappropriate planning for capacity and performance may lead to wasted resources resulting in unnecessary cost, or lack of resources resulting in poor network performance or even the unavailability of IT services. Moreover, it is not uncommon for networks to be equipped with devices from different vendors which potentially add to complexity. Resource management may be assisted by using a network management framework. The OSI Network Management Model (NMM) is the standard model and provides a conceptual framework for organizing a diverse range of network resources. This paper is an analysis of the OSI NMM to evaluate its use within large enterprise networks focusing upon capacity and performance management.
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