The Community for Technology Leaders
RSS Icon
Issue No.02 - March/April (2009 vol.26)
pp: 92-94
Christiane Gresse von Wangenheim , Universidade do Vale do Itajaí
Forrest Shull , Fraunhofer Center for Experimental Software Engineering, Maryland
Effective teaching of software engineering is a challenging endeavor, and some researchers have suggested alternative teaching methods to help. This column looks at the empirical evidence for one such method, game-based learning, and reports on a literature review that looked at what games are available as well as the degree to which their efficacy has been studied. The 21 studies that were reviewed contained mixed results about the games' pedagogic effectiveness, but in general, results showed that games can provide effective learning, mainly to reinforce knowledge. More detailed results were also reviewed concerning the games' results on other metrics, as well as conclusions about how such games could be best designed.
Software engineering education, game-based learning, software management, software simulation
Christiane Gresse von Wangenheim, Forrest Shull, "To Game or Not to Game?", IEEE Software, vol.26, no. 2, pp. 92-94, March/April 2009, doi:10.1109/MS.2009.54
1. M. Gnatz et al., "A Practical Approach of Teaching Software Engineering," Proc. 16th Conf. Software Eng. Education and Training, IEEE CS Press, 2003, pp. 120–128.
2. M. Prensky, Digital Game-Based Learning, McGraw-Hill, 2001.
3. C.C. Abt, Serious Games, Univ. Press of America, 2002.
4. J.V. Dempsey, B. Lucassen, and K. Rasmussen, The Instructional Gaming Literature: Implications and 99 Sources, tech. report 96-1, College of Education, Univ. of South Alabama, 1996.
5. M.E. Gredler, "Educational Games and Simulations: A Technology in Search of a Research Paradigm," Handbook of Research for Educational Communications and Technology, D.H. Jonassen ed., MacMillan, 1996, pp. 521–539.
6. J.W. Jacobs, and J.V.A. Dempsey, "Simulation and Gaming: Fidelity, Feedback, and Motivation," Interactive Instruction and Feedback, J.V. Dempsey, and G.C. Sales eds., Educational Technology Publications, 1993, pp. 197–228.
7. G.K. Akili, "A New Approach in Education," , Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky eds., Information Science Publishing, 2006, pp. 1–20.
27 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool