Software measurement is considered important in improving the software process. However, teaching software measurement remains a challenging issue. Although, games and simulations are regarded powerful tools for learning, their learning effectiveness is not rigorously established. This paper describes the results of an explorative study to investigate the learning effectiveness of a game prototype on software measurement in order to make an initial judgment about its potential as an educational tool as well as to analyze its appropriateness, engagement and strengths & weaknesses as guidance for further evolution. Within the study, a series of experiments was conducted in parallel in three master courses in Brazil. Results of the study reveal that the participants consider the content and structure of the game appropriate, but no indication for a significant difference on learning effectiveness could be shown.
Software Process Improvement, based on a Maturity Level or a Process Capability Profile, from a Capability Maturity Model or an ISO/IEC 15504-based model, is well established in the software industry as a successful practical means for improving software intensive organizations. In consequence there is an opportunity to understand how these models have been developed and consolidate this knowledge to support the development of new models by a broader community including the industry. This article introduces practices and techniques of a Method Framework for Engineering Process Capability Models as an element of a methodology on a Process Capability Profile to drive Process Improvement. This method framework is based on previous experiences to develop different process capability models. Its current version is composed of sequential practices, customization rules, guidelines for using the framework, a repository for examples of utilization and another repository for examples of techniques. This method framework is part of a methodology. An initial validation indicates a first confidence that this method framework is a useful proposal for developing methods and processes for engineering process capability models.
This research discusses the use of Augmented Reality, Virtual Reality and Mixed Reality technology applications in the learning process of relevant content to the Computer Science area. This systematic review aims to identify applications that use technologies to represent virtual environments and support the teaching and learning of Computer Science subjects. A protocol was elaborated and executed, resulting in the final selection of 14 papers from four databases, published from 2010 to 2018. The examined papers presented information that categorized technology applications in terms of tools used. Contents addressed to the identification of applied instructional strategies and techniques, and the recognition of effects on the learning process. As a result, we found virtual environments that show potential to teaching basic content in courses related to Computer Science. In addition, the application of virtual environments in this educational scenario has provided positive effects on the learning process, such as increased interactivity, easier content absorption, increased motivation and interest in the subjects, providing greater understanding and improving efficiency in content transmission.
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