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1. Identity statement
Reference TypeBook Section
Siteplutao.sid.inpe.br
Holder Codeisadg {BR SPINPE} ibi 8JMKD3MGPCW/3DT298S
Identifier8JMKD3MGP3W/3RANJ9M
Repositorysid.inpe.br/plutao/2018/06.18.16.00.10   (restricted access)
Last Update2020:09.24.11.36.20 (UTC) simone
Metadata Repositorysid.inpe.br/plutao/2018/06.18.16.00.11
Metadata Last Update2021:01.03.02.11.01 (UTC) administrator
DOI10.1007/978-3-319-77028-4_30
ISBN9783319770277
Labellattes: 1437264376997143 1 VasconcelosOlivGuimAyre:2018:GaApTe
Citation KeyVasconcelosOlivGuimAyre:2018:GaApTe
TitleGamification applied in the teaching of agile scrum methodology
Year2018
Access Date2024, May 09
Secondary TypePRE LI
Number of Files1
Size191 KiB
2. Context
Author1 Vasconcelos, Luiz Eduardo Guarino de
2 Oliveira, Leonardo B.
3 Guimarães, Gabriel
4 Ayres, Felipe
Group1 DIDSA-CGCPT-INPE-MCTIC-GOV-BR
Affiliation1 Instituto Nacional de Pesquisas Espaciais (INPE)
2 Centro Universitário Teresa D'Ávila (UNIFATEA)
3 Centro Universitário Teresa D'Ávila (UNIFATEA)
4 Centro Universitário Teresa D'Ávila (UNIFATEA)
Author e-Mail Address1 luiz.guarino@inpe.br
EditorLafiti, S.
Book TitleInformation technology: new generations
PublisherSpringer
CityBerlin
Volume738
Pages207-212
Series TitleAdvances in Intelligent Systems and Computing
History (UTC)2018-06-18 16:00:11 :: lattes -> administrator ::
2018-06-19 11:34:30 :: administrator -> lattes :: 2018
2018-06-19 12:14:26 :: lattes -> administrator :: 2018
2019-02-22 19:28:52 :: administrator -> simone :: 2018
2020-09-24 11:36:20 :: simone -> administrator :: 2018
2021-01-03 02:11:01 :: administrator -> simone :: 2018
3. Content and structure
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Content TypeExternal Contribution
Keywordssoftware engineering

Agile Methodology
gamification
classroom
AbstractThe teaching of software development is not trivial, as it faces a great challenge that is to combine theory and practice of many concepts. Agile methodologies combined with active methodologies, such as Problem-based Learning (PBL), generate opportunities in the development of software projects in academic scenarios. However, some teams do not distribute activities evenly among members, hindering the learning and the project development. In this paper, we report a case study on the use of gamification as a motivating agent in the teaching-learning process of the agile Scrum methodology of software development combined with PBL. The gamification process was supported by a game called LevelLearn, that was created by the authors. At the end of the semester, a questionnaire about the influence of the game during the course was answered by the students. The results were satisfactory and showed that gamification motivated students and influenced the involvement with the developed project.
AreaMET
Arrangementurlib.net > BDMCI > Fonds > Produção anterior à 2021 > DIDSA > Gamification applied in...
doc Directory Contentaccess
source Directory Contentthere are no files
agreement Directory Contentthere are no files
4. Conditions of access and use
Languagept
Target Filevasconcelos_gamification.pdf
User Grouplattes
Visibilityshown
Read Permissiondeny from all and allow from 150.163
Update Permissionnot transferred
5. Allied materials
Next Higher Units8JMKD3MGPCW/43SRC6S
URL (untrusted data)http://link.springer.com/10.1007/978-3-319-77028-4_30
Host Collectiondpi.inpe.br/plutao@80/2008/08.19.15.01
6. Notes
Empty Fieldsarchivingpolicy archivist callnumber copyholder copyright creatorhistory descriptionlevel dissemination e-mailaddress edition format issn lineage mark mirrorrepository nextedition notes numberofvolumes orcid parameterlist parentrepositories previousedition previouslowerunit progress project readergroup resumeid rightsholder schedulinginformation secondarydate secondarykey secondarymark serieseditor session shorttitle sponsor subject tertiarymark tertiarytype translator versiontype
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