6533b861fe1ef96bd12c5984

RESEARCH PRODUCT

Gamifying the Escape from the Engineering Method Prison

Agata JedryszekLars Henrik GryttenPetter RostrupPekka AbrahamssonAleksander Madsen DahlJuhani RiskuArthur EvensenAnh Nguyen-ducKai-kristian Kemell

subject

Process (engineering)Computer sciencemedia_common.quotation_subjectohjelmistotuotantoPrisonContext (language use)02 engineering and technologyessencepelillistäminenSoftwaresoftware engineering practices020204 information systems0202 electrical engineering electronic engineering information engineeringProject managementserious gamemedia_commonta113business.industryMethod engineeringSEMATSoftware development020207 software engineeringproject managementEngineering managementgame-based learningWork (electrical)hyötypelitprojektinhallintasoftware engineering methodsbusiness

description

Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering (SE) practices and methods and a kernel containing what its authors describe as being elements that are present in every software development project. In practice, it is a method agnostic project management tool for SE Projects. Using the language of the specification, Essence can be used to model any software development method or practice. Thus, the specification can potentially be applied to any software development context, making it a powerful tool. However, due to the manual work and the learning process involved in modeling practices with Essence, its initial adoption can be tasking for development teams. Due to the importance of project management in SE projects, new project management tools such as Essence are valuable, and facilitating their adoption is consequently important. To tackle this issue in the case of Essence, we present a game-based approach to teaching the use Essence. In this paper, we gamify the learning process by means of an innovative board game. The game is empirically validated in a study involving students from the IT faculty of University of Jyv\"askyl\"a (n=61). Based on the results, we report the effectiveness of the game-based approach to teaching both Essence and SE project work.

10.1109/ice.2018.8436340https://doi.org/10.1109/ICE.2018.8436340