El aprendizaje activo consiste en cualquier método de instrucción que comprometa a los estudiantes en su proceso de aprendizaje a través de actividades o discusiones realizadas principalmente durante las clases. En este artículo se reportaron los resultados de la comparación de dos estrategias de aprendizaje activo para la enseñanza del marco de trabajo ágil Scrum en el contexto de un curso introductorio de Ingeniería de Software. La comparación se hizo a través de un cuasiexperimento en el que los participantes se dividieron en dos grupos. En un grupo se utilizó la estrategia de lectura activa sobre conceptos básicos de Scrum, mientras que en el otro grupo se utilizó un juego; dos técnicas usadas en el aprendizaje activo. Los resultados dieron indicios a nivel de población que hay diferencias significativas en cuanto a los conceptos aprendidos por los integrantes de los grupos y confirmaron el valor que tiene utilizar estrategias de aprendizaje activo para enseñar Scrum. En particular, los resultados aportaron evidencia empírica que indica que utilizar diversas estrategias de aprendizaje activo facilita la retención y apropiación de conceptos relacionados con Scrum, y los resultados constituyen un punto de referencia para los docentes sobre la efectividad de estos dos métodos de aprendizaje activo en la enseñanza de este marco de trabajo ágil.
There is empirical evidence concerning the effectiveness and benefits of game-based learning (GBL). Our mainly interest is to present a tool that can be used to complement teaching software engineering in a motivating and didactic way. This paper studies the use of a GBL tool called SimulES-W (Simulation in Software Engineering), to teach Software Engineering in an undergraduate engineering program. SimulES-W has three characteristics: it is based on real software cases, it can be customized during the learning process, and it is a collaborative game. These characteristics are important because they help us understand and propose a new learning scenario, and to research with this the learning processes in their environments According to it, the first characteristic of SimulES-W makes it a motivating and engaging game, which brings up cases, which usually are only present in real software projects. Thanks to the second characteristic, the educators can use SimuelES-W to customize the education material, and tune the game for specific software engineering courses. The third characteristic is related to the proposed game as activity that involves group discussions and decision-making. This paper presents SimulES-W a digital version of SimulES and reports the results of an evaluation from a pedagogical perspective, where game adequacy for teaching a subject and positive potential impact in student's academic performance are investigated.
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