REPOSITORIO
INSTITUCIONAL

    • español
    • English
  • Navegar
  • español 
    • español
    • English
  • Acceder
  • Artículos(current)
  • Libros
  • Tesis
  • Trabajos de grado
  • Documentos Institucionales
    • Actas
    • Acuerdos
    • Decretos
    • Resoluciones
  • Multimedia
  • Productos de investigación
  • Acerca de
Ver ítem 
  •   Inicio
  • Artículos
  • Indexados Scopus
  • Ver ítem
  •   Inicio
  • Artículos
  • Indexados Scopus
  • Ver ítem
JavaScript is disabled for your browser. Some features of this site may not work without it.

Gamification strategy to promote social and human factors in the training of software engineers: A case study

Thumbnail
Compartir este ítem
Fecha
2024
Autor
Gasca-Hurtado G.P.
Machuca-Villegas L.

Citación

       
TY - GEN T1 - Gamification strategy to promote social and human factors in the training of software engineers: A case study Y1 - 2024 UR - http://hdl.handle.net/11407/8704 AB - Software Engineering is a discipline frequently reflected in training strategies. This discipline requires certain levels of abstraction to achieve the competencies and skills necessary for the professional development of future software developers. The software industry increasingly demands that professionals in this discipline have social and human skills to achieve highly productive teams. Therefore, these teams should respond to such demands in a world with increasing dependence on technology and the development of software products. Traditional pedagogical strategies often need help adapting to the new generations of software engineers and responding in a limited way to the demands of teaching processes related to this discipline. This article evaluates a gamification-based strategy designed for the Software Engineering course at a Latin American higher education institution. This course addressed software project management as a training objective. Such a strategy was designed with a gamification-based model to influence the productivity of software development teams. The results of using the model show its efficiency and usefulness as a guide for implementing new strategies based on gamification that considers social and human factors (SHFs) to intervene in the productivity of software development teams. The challenges designed in the proposal presented managed to promote SHFs in the participants, according to the analysis of the prepared case study. According to these results, the factors considered relate to skills and experience in managing software development projects, motivation, and communication. The activities executed by the participants in the context of the case study strengthened the human side of the team and allowed its growth to achieve its objectives. © 2024 Wiley Periodicals LLC. ER - @misc{11407_8704, author = {}, title = {Gamification strategy to promote social and human factors in the training of software engineers: A case study}, year = {2024}, abstract = {Software Engineering is a discipline frequently reflected in training strategies. This discipline requires certain levels of abstraction to achieve the competencies and skills necessary for the professional development of future software developers. The software industry increasingly demands that professionals in this discipline have social and human skills to achieve highly productive teams. Therefore, these teams should respond to such demands in a world with increasing dependence on technology and the development of software products. Traditional pedagogical strategies often need help adapting to the new generations of software engineers and responding in a limited way to the demands of teaching processes related to this discipline. This article evaluates a gamification-based strategy designed for the Software Engineering course at a Latin American higher education institution. This course addressed software project management as a training objective. Such a strategy was designed with a gamification-based model to influence the productivity of software development teams. The results of using the model show its efficiency and usefulness as a guide for implementing new strategies based on gamification that considers social and human factors (SHFs) to intervene in the productivity of software development teams. The challenges designed in the proposal presented managed to promote SHFs in the participants, according to the analysis of the prepared case study. According to these results, the factors considered relate to skills and experience in managing software development projects, motivation, and communication. The activities executed by the participants in the context of the case study strengthened the human side of the team and allowed its growth to achieve its objectives. © 2024 Wiley Periodicals LLC.}, url = {http://hdl.handle.net/11407/8704} }RT Generic T1 Gamification strategy to promote social and human factors in the training of software engineers: A case study YR 2024 LK http://hdl.handle.net/11407/8704 AB Software Engineering is a discipline frequently reflected in training strategies. This discipline requires certain levels of abstraction to achieve the competencies and skills necessary for the professional development of future software developers. The software industry increasingly demands that professionals in this discipline have social and human skills to achieve highly productive teams. Therefore, these teams should respond to such demands in a world with increasing dependence on technology and the development of software products. Traditional pedagogical strategies often need help adapting to the new generations of software engineers and responding in a limited way to the demands of teaching processes related to this discipline. This article evaluates a gamification-based strategy designed for the Software Engineering course at a Latin American higher education institution. This course addressed software project management as a training objective. Such a strategy was designed with a gamification-based model to influence the productivity of software development teams. The results of using the model show its efficiency and usefulness as a guide for implementing new strategies based on gamification that considers social and human factors (SHFs) to intervene in the productivity of software development teams. The challenges designed in the proposal presented managed to promote SHFs in the participants, according to the analysis of the prepared case study. According to these results, the factors considered relate to skills and experience in managing software development projects, motivation, and communication. The activities executed by the participants in the context of the case study strengthened the human side of the team and allowed its growth to achieve its objectives. © 2024 Wiley Periodicals LLC. OL Spanish (121)
Gestores bibliográficos
Refworks
Zotero
BibTeX
CiteULike
Metadatos
Mostrar el registro completo del ítem
Resumen
Software Engineering is a discipline frequently reflected in training strategies. This discipline requires certain levels of abstraction to achieve the competencies and skills necessary for the professional development of future software developers. The software industry increasingly demands that professionals in this discipline have social and human skills to achieve highly productive teams. Therefore, these teams should respond to such demands in a world with increasing dependence on technology and the development of software products. Traditional pedagogical strategies often need help adapting to the new generations of software engineers and responding in a limited way to the demands of teaching processes related to this discipline. This article evaluates a gamification-based strategy designed for the Software Engineering course at a Latin American higher education institution. This course addressed software project management as a training objective. Such a strategy was designed with a gamification-based model to influence the productivity of software development teams. The results of using the model show its efficiency and usefulness as a guide for implementing new strategies based on gamification that considers social and human factors (SHFs) to intervene in the productivity of software development teams. The challenges designed in the proposal presented managed to promote SHFs in the participants, according to the analysis of the prepared case study. According to these results, the factors considered relate to skills and experience in managing software development projects, motivation, and communication. The activities executed by the participants in the context of the case study strengthened the human side of the team and allowed its growth to achieve its objectives. © 2024 Wiley Periodicals LLC.
URI
http://hdl.handle.net/11407/8704
Colecciones
  • Indexados Scopus [2005]

Ítems relacionados

Mostrando ítems relacionados por Título, Autor o Palabra clave.

  • Thumbnail

    Gamification experience of an educational environment in software engineening: Gamifying a course of agility for software process improvement [Experiencia de gamificación de un entorno educativo en ingeniería de software: Gamificando un curso de agilidad para la mejora de procesos software] 

    Gasca-Hurtado G.P.; Gomez M.C.; Zepeda V.V. (IEEE Computer SocietyIngeniería de SistemasFacultad de Ingenierías, 2018)
    In the last decade gamification has become as a useful strategy for make work environments more dynamic, specifically because it supports initiatives associated with the increase of performance characteristics of work teams ...
  • Thumbnail

    SETMAT (Software engineering teaching method and theory): A theory of software engineering teaching [SETMAT (Software Engineering Teaching Method and Theory): Una teoría para la enseñanza de Ingeniería de Software] 

    Gómez-Álvarez M.C.; Jaramillo C.M.Z.; Astudillo H.
    Software engineering (SE) teaching uses learning strategies to promote the acquisition of technical and social capabilities; typical strategies are project-based learning, collaborative learning, and problem-based learning. ...
  • Thumbnail

    Software processes improvement proposal based on PSP for telecommuting contexts 

    Giraldo, Fáber D.; Villegas Arias, Mónica Michelle (Universidad de MedellínFacultad de IngenieríasMedellín, 2019-06-28)
Todo RI UdeMComunidades & ColeccionesPor fecha de publicaciónAutoresTítulosPalabras claveEsta colecciónPor fecha de publicaciónAutoresTítulosPalabras clave
Mi cuentaAccederRegistro
Estadísticas GTMVer Estadísticas GTM
OFERTA ACADÉMICA
  • Oferta académica completa
  • Facultad de Derecho
  • Facultad de Comunicación
  • Facultad de Ingenierías
  • Facultad de Ciencias Económicas y Administrativas
  • Facultad de Ciencias Sociales y Humanas
  • Facultad de Ciencias Básicas
  • Facultad de Diseño
SERVICIOS
  • Teatro
  • Educación continuada
  • Centro de Idiomas
  • Consultorio Jurídico
  • Centro de Asesorías y Consultorías
  • Prácticas empresariales
  • Operadora Profesional de Certámenes
INVESTIGACIÓN
  • Biblioteca
  • Centros de investigación
  • Revistas científicas
  • Repositorio institucional
  • Universidad - Empresa - Estado - Sociedad

Universidad de Medellín - Teléfono: +57 (4) 590 4500 Ext. 11422 - Dirección: Carrera 87 N° 30 - 65 Medellín - Colombia - Suramérica
© Copyright 2012 ® Todos los Derechos Reservados
Contacto

 infotegra.com