2024
Authors
Pistono, AMAD; dos Santos, AMP; Baptista, RJV; Mamede, HS;
Publication
COMPUTER APPLICATIONS IN ENGINEERING EDUCATION
Abstract
Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever-evolving landscape of workplace education, various learning modes have emerged within organizations, and e-learning stands out as a prominent choice. This increasingly cost-effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting-edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e-learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching-learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence-based approaches for the effective use of Serious Games in professional training.
2024
Authors
Baptista, R; Coelho, A; de Carvalho, CV;
Publication
COMPUTERS
Abstract
The potential of digital games, when transformed into Serious Games (SGs), Games for Learning (GLs), or game-based learning (GBL), is truly inspiring. These forms of games hold immense potential as effective learning tools as they have a unique ability to provide challenges that align with learning objectives and adapt to the learner's level. This adaptability empowers educators to create a flexible and customizable learning experience, crucial in acquiring knowledge, experience, and professional skills. However, the lack of a standardised design methodology for challenges that promote skill acquisition often hampers the effectiveness of games-based training. The four-step Triadic Certification Method directly responds to this challenge, although implementing it may require significant resources and expertise and adapting it to different training contexts may be challenging. This method, built on a triadic of components: competencies, mechanics, and training levels, offers a new approach for game designers to create games with embedded in-game assessment towards the certification of competencies. The model combines the competencies defined for each training plan with the challenges designed for the game on a matrix that aligns needs and levels, ensuring a comprehensive and practical learning experience. The practicality of the model is evident in its ability to balance the various components of a certification process. To validate this method, a case study was developed in the context of learning how to drive, supported by a game coupled with a realistic driving simulator. The real time collection of game and training data and its processing, based on predefined settings, learning metrics (performance) and game elements (mechanics and parameterisations), defined by both experts and game designers, makes it possible to visualise the progression of learning and to give visual and auditory feedback to the student on their behaviour. The results demonstrate that it is possible use the data generated by the player and his/her interaction with the game to certify the competencies acquired.
2024
Authors
Pinto, F; Lima, B;
Publication
2024 IEEE/ACM International Conference on Big Data Computing, Applications and Technologies (BDCAT)
Abstract
2024
Authors
Tavares, P; Paiva, A; Amalfitano, D; Just, R;
Publication
PROCEEDINGS OF THE 33RD ACM SIGSOFT INTERNATIONAL SYMPOSIUM ON SOFTWARE TESTING AND ANALYSIS, ISSTA 2024
Abstract
Mutation testing has evolved beyond academic research, is deployed in industrial and open-source settings, and is increasingly part of universities' software engineering curricula. While many mutation testing tools exist, each with different strengths and weaknesses, integrating them into educational activities and exercises remains challenging due to the tools' complexity and the need to integrate them into a development environment. Additionally, it may be desirable to use different tools so that students can explore differences, e.g.. in the types or numbers of generated mutants. Asking students to install and learn multiple tools would only compound technical complexity and likely result in unwanted differences in how and what students learn. This paper presents FRAFOL, a framework for learning mutation testing. FRAME provides a common environment for using different mutation testing tools in an educational setting.
2024
Authors
Paiva, CR; Abreu, R;
Publication
Proceedings - International Conference on Software Engineering
Abstract
[No abstract available]
2024
Authors
Tramontana, P; Marín, B; Paiva, ACR; Mendes, A; Vos, TEJ; Amalfitano, D; Cammaerts, F; Snoeck, M; Fasolino, AR;
Publication
2024 IEEE CONFERENCE ON SOFTWARE TESTING, VERIFICATION AND VALIDATION, ICST 2024
Abstract
Software testing is an indispensable component of software development, yet it often receives insufficient attention. The lack of a robust testing culture within computer science and informatics curricula contributes to a shortage of testing expertise in the software industry. Addressing this problem at its root -education- is paramount. In this paper, we conduct a comprehensive mapping review of software testing courses, elucidating their core attributes and shedding light on prevalent subjects and instructional methodologies. We mapped 117 courses offered by Computer Science (and related) degrees in 49 academic institutions from four Western European countries, namely Belgium, Italy, Portugal and Spain. The testing subjects were mapped against the conceptual framework provided by the ISO/IEC/IEEE 29119 standard on software testing. Among the results, the study showed that dedicated software testing courses are offered by only 39% of the analysed universities, whereas the basics of software testing are taught in at least one course at every university. The analysis of the software testing topics highlights the gaps that need to be filled in order to better align the current academic offerings with the real industry needs.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.