2011
DOI: 10.1016/j.compedu.2010.09.008
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Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level

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Cited by 147 publications
(87 citation statements)
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“…The majority of them includes student engagement (Auman, 2011;Hainey et al, 2011;Lin & Tu, 2012;Kikot et al, 2013;Lu et al, 2014;Ke et al, 2015), motivation Liao & Wang, 2011;Costa et al, 2014;Lukosch et al, 2016), and satisfaction (Cvetić et al, 2013;Dzeng, 2014;Lancaster, 2014;Sarabia-Cobo et al, 2016).…”
Section: Affective Outcomesmentioning
confidence: 99%
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“…The majority of them includes student engagement (Auman, 2011;Hainey et al, 2011;Lin & Tu, 2012;Kikot et al, 2013;Lu et al, 2014;Ke et al, 2015), motivation Liao & Wang, 2011;Costa et al, 2014;Lukosch et al, 2016), and satisfaction (Cvetić et al, 2013;Dzeng, 2014;Lancaster, 2014;Sarabia-Cobo et al, 2016).…”
Section: Affective Outcomesmentioning
confidence: 99%
“…Hainey et al (2011) find the presence of a challenge to be the top ranked motivation for online game players, while recognition is the lowest ranked motivation regardless of gender or amount of players in the game. Gamers in a multiplayer environment tend to report competition, cooperation, recognition, fantasy and curiosity when playing games, while online players experience challenge, cooperation, recognition and control.…”
Section: Motivation and Engagementmentioning
confidence: 99%
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“…The results of the study showed significant knowledge gain for children as well as adults and significant changes in attitude and behavior scores for the adult participants (independent of the method used). Hainey, Connolly, Stansfield and Boyle (2011) presented a game about software engineering education, the basic idea of which was to manage and deliver a number of software development projects. In the game, each player had a specific role, such as project manager, systems analyst, systems designer, or team leader.…”
Section: New Methods Vs Traditional Methodsmentioning
confidence: 99%
“…For example, when the activity or learning experience can be autonomous without requiring monitoring by people (Ruchter, Klar and Geiger, 2010;Hainey, Connolly, Stansfield and Boyle, 2011) or for the evaluation of acquired knowledge (McDonald, 2002). Ruchter, Klar and Geiger (2010) developed an environmental education application called MobiNaG for a guided nature tour.…”
Section: New Methods Vs Traditional Methodsmentioning
confidence: 99%