2014 IEEE Frontiers in Education Conference (FIE) Proceedings 2014
DOI: 10.1109/fie.2014.7044098
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Gamification of software engineering curriculum

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Cited by 24 publications
(11 citation statements)
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“…Os estudos simulam um cenário do mundo real para aprimorar a aprendizagem dos alunos com sessões de treinamento em um ambiente virtual [Bulander 2010] [Kutun and Schmidt 2018a] [Kutun and Schmidt 2018b] [Yangting and Guang 2010] [Ş tefan et al 2019] [Uskov and Sekar 2014] [Limantara et al 2019] [Shukor et al 2019] [Tantan et al 2016.…”
Section: Rocha Et Al (2019) (A3unclassified
“…Os estudos simulam um cenário do mundo real para aprimorar a aprendizagem dos alunos com sessões de treinamento em um ambiente virtual [Bulander 2010] [Kutun and Schmidt 2018a] [Kutun and Schmidt 2018b] [Yangting and Guang 2010] [Ş tefan et al 2019] [Uskov and Sekar 2014] [Limantara et al 2019] [Shukor et al 2019] [Tantan et al 2016.…”
Section: Rocha Et Al (2019) (A3unclassified
“…Study [17] identifies gamification as a fast growing tendency and, based on an internal survey, states that more than 90% of the students liked the implementation of gamification techniques in Software Engineering courses.…”
Section: Literature Reviewmentioning
confidence: 99%
“…It has been widely adopted in industry as an engagement strategy for business [4] [5], [6]. Moreover, it is expected that industry will demand a significant number of well trained and highly educated specialist on gamification from professional areas such as business management, design and engineering [7]. In [1], gamification is defined within a learning context, as simple game play to support productive interaction for expected types of learners and instructors.…”
Section: A Gamificationmentioning
confidence: 99%
“…The gamification of a software engineering curriculum is proposed in [7]. This proposal is based on several strategies such as an implementation of gamification-related-topics into traditional courses, an active use of gamification mechanisms in course activities, and an active involvement of students into research projects on gamification and serious games on industry, among others.…”
Section: Gamification In Educationmentioning
confidence: 99%