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Empirical evaluation of an educational game on software measurement

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Abstract

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.

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Acknowledgements

The authors would like to thank Juliana I. Lino for her work on the conception of the initial version of the game and Leonardo Steil and Djoni Silva for the implementation of the prototype. A special thanks also to all the students of the master courses, who participated in the experiments. We would also like to thank Emily Oh Navarro for sharing material and we are grateful to Sílvia M. Nassar for advice on the statistical analysis. We would also like to thank the anonymous reviewers of a previous version of this paper for their valuable comments and suggestions.

This work was supported by the CNPq (Conselho Nacional de Desenvolvimento Científico e Tecnológico), an entity of the Brazilian government focused on scientific and technological development. Further support was provided by the UNIVALI—Universidade do Vale do Itajaí/Brazil.

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Correspondence to Christiane Gresse von Wangenheim.

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Editor: Forrest Shull

Appendix

Appendix

Table 11 Data on Y.1 Measurement competency
Table 12 Data on Y.2 Measurement knowledge on the remembering level
Table 13 Data on Y.3 Measurement knowledge on the understanding level
Table 14 Data on Y.4 Measurement knowledge on the application level
Table 15 Data on Y.5 Subjective learning effect
Table 16 Data on Y.6 Appropriateness
Table 17 Data on Y.7 Engagement
Table 18 Data on DF1. Personal background
Table 19 Data on DF.2 Motivation
Table 20 Data on DF3. Additional study time

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Gresse von Wangenheim, C., Thiry, M. & Kochanski, D. Empirical evaluation of an educational game on software measurement. Empir Software Eng 14, 418–452 (2009). https://doi.org/10.1007/s10664-008-9092-6

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