Computer programming subjects have high failure rates, their contents are of great importance for the formation of undergraduate students, however their learning is considered challenging. There are several studies in the specialized literature that investigate the use of types of intervention that can improve the learning of contents, most of them are focused on introductory subjects such as algorithms, considering that it provides the basis for the development of necessary skills and competences for the computer programming. By establishing a solid foundation in the learning of programming contents, through the algorithms subject, it is expected that students will have less difficulty in absorbing the knowledge needed to deepen their programming skills in subsequent subjects. In this sense, the use of approaches that promote active learning on the part of students in algorithmic subjects stand out in the specialized literature, in order to increase their engagement and awaken their interest in the contents covered, making them protagonists of their learning. Thus, the objective of this work is to discuss and analyze the results of an experiment that consisted in the application of a teaching plan that makes use of multiple active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem Based Learning – PBL, Flipped Classroom and Serious Games) in an algorithms subject. We sought to evaluate the learning gains of the proposed approach compared to teaching using the traditional teaching method. A statistical analysis was performed using the Student-t two-tailed approach for independent samples, which showed significant statistical gains when using the proposed approach.
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties and absorb the contents and skills required. Thus, this work aims to present and discuss the results of a second experiment on the application of a teaching plan composed of several active methodologies (Virtual Learning Environments, Coding Dojo, Gamification, Problem-Based Learning, Flipped Classroom and Serious Games) in an algorithms subject. Based on this experiment, it was evaluated whether there were learning gains compared to the learning acquired with the traditional method. Finally, an analysis was performed using the two-tailed Student-t approach, used for independent samples, which presented statistically significant results.
This paper proposes a mapping between product quality and software process models used in the industry, using CERTICS, a Brazilian national model, and CMMI-DEV, an international model, aiming to compare the requirements of the CERTICS model to the requirements of the CMMI-DEV model, to allow companies to implement both models simultaneously. The stages of mapping are presented step by step, as well as the mapping review, which had the cooperation of specialists in CERTICS and CMMI-DEV models. It aims to correlate the structures of the two models in order to reduce the implementation time and costs, and stimulate the realization of multi-model implementations in software developers companies.Key-words: software quality, quality models, CERTICS, CMMI-DEV, models mapping.
RESUMOEste trabalho apresenta uma proposta de mapeamento de modelos de qualidade de produto e processos de software adotados na indústria, utilizando o modelo nacional CERTICS e o internacional CMMI-DEV, com o objetivo de comparar as exigências do modelo CERTICS às exigências do modelo CMMI-DEV com o intuito de permitir que empresas façam a implantação de ambos os modelos simultaneamente. As etapas do mapeamento são apresentadas passo a passo, assim como a revisão do mapeamento o qual contou com a colaboração de especialistas nos modelos CERTICS e CMMI-DEV. Com a correlação das estruturas dos dois modelos, pretende-se facilitar e reduzir o tempo e os custos de implementações, além de estimular a realização de implementações multimodelos nas indústrias desenvolvedoras de software.
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