In Software Engineering higher education, besides learning theory and acquiring technical skills, students need to develop the ability to apply, evolve, and practice those skills throughout their lifetime. From 2016 to 2018, we had been adapting an introductory Software Engineering course from a theory-oriented course to a more practical experience for students. Therefore, the goal of this paper is to describe our experience incorporating Project-based Learning (PBL) principles and gamification elements in practical assignments for SE education. To achieve this goal, we present the structure of PBL projects we have been using and how we adapted game elements to the context of SE education in order to create a gamified course. Based on our experience, we defined 17 guidelines that instructors may follow when defining a practical assignment for SE education. While PBL was helpful to create a practice-oriented teaching experience, gamification was not only useful in improving the engagement of students, but also in creating a roadmap of activities and a structure for students to self-assess their progress in the project.
This article will present the development of the discipline of Interdisciplinary Project -Digital Design and Internet of Things, taught in the superior course of Digital Design, of Anhembi Morumbi University, through the application of the concepts of Active Methodologies. The principles inherent to projects related to the Internet of Things (IoT) such as efficiency, ease and intelligence, applied to current and future needs of society, will be demonstrated through the work of a group of students who have developed a device directed to the area of urban mobility For the help of users of collective public transportation in the city of São Paulo.
Diversas iniciativas têm surgido na busca da melhoria de processos de software e serviços nos últimos anos. Essas iniciativas são orientadas por Normas, Modelos e Padrões de Qualidade, tendo como objetivo estabelecer melhores práticas para orientar a definição de processos e apoiar a avaliação da maturidade e capacidade das organizações. Apesar destas iniciativas, quando o assunto refere-se ao processo de contratação de soluções de tecnologia da informação (TI) pela Administração Pública Federal (APF), principal contratante de software e serviços no Brasil, a aplicação de melhores práticas em organizações públicas brasileiras encontra diversos obstáculos. Dentre estes, destacam-se: a complexidade dos processos e a contínua fiscalização dos órgãos de controle. Para minimizar esses obstáculos, o Tribunal de Contas da União (TCU), recomendou a elaboração da Instrução Normativa SLTI/MPOG 04/2014, contendo diretrizes para o processo de contratação de Soluções de TI e o Guia de Contratação de Soluções de TI (GCSTI). Este trabalho visa identificar a maturidade e a aderência do GCSTI em relação aos Modelos CMMI. Para isto, foi realizado um mapeamento entre o Guia GCSTI e os modelos CMMI-ACQ, CMMI-DEV e CMMI-SVC.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.