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@Article{MelegatiGuerKnopWang:2019:BoGaTe,
               author = "Melegati, Jorge and Guerra, Eduardo Martins and Knop, Igor and 
                         Wang, Xiaofeng",
          affiliation = "{Free University of Bozen-Bolzano} and {Instituto Nacional de 
                         Pesquisas Espaciais (INPE)} and {Universidade Federal de Juiz de 
                         Fora (UFJF)} and {Free University of Bozen-Bolzano}",
                title = "A board game to teach team composition in software startups",
              journal = "Lecture Notes in Business Information Processing",
                 year = "2019",
               volume = "370",
                pages = "321--335",
                month = "Nov.",
                 note = "10th International Conference on Software Business, ICSOB 2019; 
                         Jyv{\"a}skyl{\"a}; Finland; 18 -20 November 2019.",
             keywords = "Startup education  Software engineering education  Software 
                         startups  Educational game.",
             abstract = "Startup education presence in Computer Science and Software 
                         Engineering curriculum has risen in the recent years. Currently, 
                         most reported courses focus on teaching innovation and business 
                         techniques and try to emulate real-world projects to convey the 
                         content. They have not focused on team composition which is a 
                         critical element for the success of startups since missing human 
                         capital increases the uncertainty involved in the process. In this 
                         paper, based on a literature review, we present a set of concepts 
                         about software startups team composition to be explored in a 
                         course. We also present a board game as a supplementary tool to 
                         convey these concepts. To evaluate the tool, we placed students in 
                         an artificial learning environment where they watched a video 
                         lesson about the topics and played the game. Then, participants 
                         answered a questionnaire about motivation, user experience, and 
                         perception of learning. The results indicate a first evidence of 
                         the value of the tool inducing a positive effect on learning as 
                         perceived by students.",
                  doi = "10.1007/978-3-030-33742-1_25",
                  url = "http://dx.doi.org/10.1007/978-3-030-33742-1_25",
                 issn = "1865-1348",
             language = "en",
           targetfile = "melgati_board.pdf",
        urlaccessdate = "17 abr. 2021"
}


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