Documentation is an important part of the captured knowledge of a software project, providing a flexible and effective way of recording informal contents. However, maintaining documentation's consistency requires a considerable effort. Existing solutions encompass different tools and approaches that support the process of creating, evolving and using documents and other artifacts derived from the software development process. Based on existing literature and expertise, we have identified the key problems and solutions for documentation consistency. In concrete, four distinct patterns and their relations were identified, which are here described -Information Proximity, Co-Evolution, Domain-Structured Information and Integrated Environment.
ResumoA Engenharia de Software é uma área com elevada densidade de conteúdos, tendo sido por isso organizada numa base de conhecimento pelo IEEE, de forma a existir um entendimento consistente e comum a todo mundo sobre esta, e também esclarecer o seu âmbito ou todas as diversas áreas a que esta se encontra relacionada. Tendo em conta tamanha diversidade de conteúdos, é lógico que para cada um deles existam técnicas de ensino de Engenharia de Software que se adequam melhor, tornando mais difícil o seu ensino.Uma das formas de melhorar a captura de conhecimentos é através de jogos, neste caso jogos sérios. Estes têm como objetivo principal a captura e ganho de conhecimento por parte do jogador, através da motivação e atenção deste aos aspetos do jogo que representam o conhecimento que se pretende adquirir. Estes métodos têm-se revelado vantajosos em relação aos métodos mais tradicionais. Visto isto, procura-se identificar os padrões e técnicas de design desses jogos que servem melhor o ensino dos conteúdos de Gestão de Engenharia de Software, tendo em conta as diferentes técnicas e objetivos de ensino referentes a cada um deles.Pretende-se propor uma metodologia de design de jogos sérios, usando padrões de desenho de jogos e relacionando-os com os objetivos de aprendizagem, reduzindo o esforço no design e desenvolvimento dos jogos.O interesse deste problema encontra-se na exploração de novos e melhores métodos de ensino de Gestão de Engenharia de Software, alterando a forma como futuras gerações adquirem todo este conhecimento e experiência. O objetivo deste trabalho de investigação é o desenvolvimento de um mapa semântico dos objetivos educacionais e pedagógicos de Gestão de Engenharia de Software para padrões de desenho de jogos.
AbstractSoftware engineering is an area with a wide range of concepts and knowledge, and was therefore organized in a knowledge base by the IEEE, in order to exist a consistent and common understanding to everybody about it, and also to clarify its scope and all the areas to which it is paired. Taking into account such diversity of contents, it is logical that for each one of that concepts, there are teaching techniques that better suit each one, making its education tasks more complex.One way to improve the knowledge capture is through games, serious games in this case.These are mainly intended to improve the capture and gain knowledge by the player, through the motivation and attention to the game aspects that represent the knowledge that is sought.These methods have been proved advantageous compared to more traditional methods. Seen this, we seek to identify patterns and design techniques for these games that best serve the teaching of Software Engineering Management content, taking into account the different techniques and teaching objectives for each of them. We intend to propose a serious games design methodology, using game design patterns and linking them with the learning objectives, reducing the effort in the design and development of those games.The interest of this problem ...
Software development is a knowledge-intensive activity and frequently implies a progressive crystallization of knowledge, towards programming language statements. Although wikis have proved very effective, for both collaborative authoring and knowledge management, it would be useful for knowledge acquisition to better support team awareness and the recognition of knowledge structures, their relations, and their incremental evolution. This paper presents Weaki, a wiki prototype especially designed to support incremental formalization of structured contents that uses weakly-typed pages and type evolution. Weaki was applied in academic settings, by students of Software Engineering Labs.
Teaching software engineering in its many different forms using traditional teaching methods is difficult. Serious games can help overcome these challenges because they allow real situations to be simulated. However, the development of serious games is not easy and, although there are good practices for relating game design patterns to teaching techniques, there is no methodology to support its use in a specific context such as software engineering. This article presents a case study to validate a methodology that links the Learning and Teaching Functions (LTF) to the Game Design Patterns (PIB) in the context of Software Engineering Education. A serious game was developed from scratch using this methodology to teach software estimation (a specific topic of software engineering). An experiment was carried out to validate the effectiveness of the game by comparing the results of two different groups of students. The results indicate that the methodology can help to develop effective educational games on specific learning topics.
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