Abstract:In recent years, games are used to increase the level of knowledge and experience of individuals working in different domains. Especially in the education field, there are several different serious games to teach the subjects of the lectures or other educational materials to students in an enjoyable way. Hence, this study proposes a quantitative research approach to increase the programming knowledge levels of the first-year undergraduate students at computer engineering departments. For this aim, a responsive… Show more
“…The use of the web as a medium in training to understand computer programming was investigated by [17] in his research entitled A Web-Based Serious Game to Increase the Programming Knowledge Levels of Computer Engineering Students. The difference between the research conducted [17] and this study is in the media used and embedded in the web.…”
Section: Discussionmentioning
confidence: 99%
“…The use of the web as a medium in training to understand computer programming was investigated by [17] in his research entitled A Web-Based Serious Game to Increase the Programming Knowledge Levels of Computer Engineering Students. The difference between the research conducted [17] and this study is in the media used and embedded in the web. The media they use are game elements to produce a responsive web platform, while in developing this web-based training media they use an online compiler so that they can produce an interactive web platform.…”
The competence of students of Information and Computer Technology Education in the basic concepts of programming has not yet fully achieved the expected results. The problem is due to the lack of time in the learning process, limited ability to access devices that support practical laboratories, and the COVID-19 pandemic situation. Efforts to overcome this gap by conducting training in the field of computer programming. This training is designed to be carried out outside of lecture time. The training process is carried out outside of lecture time providing broad opportunities for students as training participants. This training is also designed so that it can be carried out interactively via the internet. The interactive training process requires media by utilizing e-learning technology known as web-based training technology. Web-based training media has succeeded in facilitating learning and also demonstrating practical activities. The media produced in this study is web-based interactive multimedia.
“…The use of the web as a medium in training to understand computer programming was investigated by [17] in his research entitled A Web-Based Serious Game to Increase the Programming Knowledge Levels of Computer Engineering Students. The difference between the research conducted [17] and this study is in the media used and embedded in the web.…”
Section: Discussionmentioning
confidence: 99%
“…The use of the web as a medium in training to understand computer programming was investigated by [17] in his research entitled A Web-Based Serious Game to Increase the Programming Knowledge Levels of Computer Engineering Students. The difference between the research conducted [17] and this study is in the media used and embedded in the web. The media they use are game elements to produce a responsive web platform, while in developing this web-based training media they use an online compiler so that they can produce an interactive web platform.…”
The competence of students of Information and Computer Technology Education in the basic concepts of programming has not yet fully achieved the expected results. The problem is due to the lack of time in the learning process, limited ability to access devices that support practical laboratories, and the COVID-19 pandemic situation. Efforts to overcome this gap by conducting training in the field of computer programming. This training is designed to be carried out outside of lecture time. The training process is carried out outside of lecture time providing broad opportunities for students as training participants. This training is also designed so that it can be carried out interactively via the internet. The interactive training process requires media by utilizing e-learning technology known as web-based training technology. Web-based training media has succeeded in facilitating learning and also demonstrating practical activities. The media produced in this study is web-based interactive multimedia.
The software industry is becoming an increasingly important part of the economy in countries that have realized that the education of future software engineers is crucial to having a vibrant software industry. However, software engineering education is still influenced by traditional teaching impeding the acquisition of soft skills. Game‐based learning (GBL) combines learning with different known resources, such as games, to support and improve the teaching/learning process and/or student evaluation through active learning. This study presents a systematic literature review on the use of GBL for teaching software engineering at the undergraduate level, from 2001 to 2020, by addressing four research questions: What kinds of games have been developed for software engineering education? Which software engineering areas have been addressed by these games? Which soft skills have been promoted by using these games? How have these skills been evaluated? The study found 96 studies to answer these four questions. The findings provided evidence on the development of digital games focused on teaching the fundamentals of software engineering defined by software engineering body of knowledge. Moreover, these games have been able to promote the acquisition of more than one soft skill which is beneficial for undergraduate students.
“…There are many studies in the literature that benefit from game-based learning approaches to increase both the level of knowledge and experience of the individuals working in several different domains such as psychology [16], military [17], education [18], sport [19], bug tracking [20], etc. To support this notion, Fauziyah et al [21] present the idea that participants who partake in learning through games digest more in-depth materials required by corporate objectives.…”
A common strategy to train software practitioners in agile frameworks is to have employees undertake classroom-based training. However, due to its nature, participants are lectured for a scheduled time-line with little necessity to interact. In particular, classroom-based training often might not provide substantial trainee interaction, which could result in apathy. To tackle this issue, we conducted empirical research to investigate the role of digital game-based learning (GBL) in employees' training on the Scaled Agile Framework (SAFe). To figure out whether gameplay was a preferable training method, PlaySAFe (i.e., a 3D game) was developed within the study's scope and tested with nine active SAFe practitioners from an industrial setting. Restrictions imposed by the COVID-19 pandemic have forced many to seek alternative means of teaching and learning. In particular, the findings obtained from the tests illustrate that PlaySAFe can be effectively used as a complementary tool that supports SAFe classroom-based training. This study has highlighted numerous benefits of GBL, such as allowing newcomers a quick and efficient means to learn and understand the practical groundwork of SAFe in advance of learning more theoretical concepts in conventional training.
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