Resumo: A subcontratação de software é um processo de aquisição que significa delegar, por meio de contrato, o desenvolvimento de parte, ou totalidade do produto junto a fornecedores externos ao projeto. Vários estudos obtiveram sucesso com o uso da subcontratação nesse contexto. No entanto, as organizações continuam com problemas no planejamento, execução e gestão dos fornecedores dentro do processo de aquisição no desenvolvimento de software. Este estudo conduziu uma revisão sistemática da literatura com o intuito de explorar o atual estado da investigação sobre a relação entre Metodologias Ágeis e CMMI-DEV, no contexto da gestão do acordo de fornecedores. A revisão revelou a escassez de dados empíricos sobre a temática, apontando a necessidade de mais pesquisas sobre a combinação dessas abordagens.
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In the current scenario, knowledge has become a valuable and indispensable organizational asset for the decision-making process in different types of organizations. Doing Knowledge Management, managing this business asset correctly, is a competitive advantage and an extremely important task. In this context, studies report that although knowledge has become an important asset, many organizations are unaware of or have difficulty managing this asset effectively. Therefore, it is necessary to explore the process of socialization and collaboration among the members of the organization, in order to stimulate the exchange of knowledge and the maintenance of existing knowledge in the organization, given the volatility of these assets. Thus, the objective of this work is to discuss and analyze the results obtained in an Experience Report that consisted the application of a gamification as a tool to support the teaching and learning of the knowledge management assets and process in the context of a Software Quality Laboratory, at a federal public university in Brazil. The data collected during the experiment were analyzed quantitatively. For this, Criteria, Research Questions, Metrics and Indicators were developed that guided this evaluation process in a quantitative way. At the end of the analysis of these data, the effectiveness and efficiency of this gamification proposal was proven in order to stimulate the teaching and learning process of knowledge management in Information Technology (IT).
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