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undergraduate populations such as women, visible minorities, non-traditional, rural and Task-oriented, encourages practice & mastery Text or lecture centered
first-generation students. Likewise, there is a continued call to establish a broad range of Student Fosters strategic thinking & transference of
skills in all SE graduates, including international competencies and functioning in a diverse Centered Static, representational
knowledge to more complex scenarios learning environment
workforce.[1] Advantage Highly motivating, appeals to a students sense of
In more traditional modes of teaching SE, via lecture and textbooks, the successful students fantasy & amusement Content oriented, not task
tend only to be those who develop sufficient retention of presented content for written exams.
Three noted problems with traditional approaches to SE teaching include: Stress on rote memory
Variability in learning applications
when faculty are the primary content and assessment providers, specific students needs
Interactive, experiential environment for active learning Dependent on physical
or abilities tend to be glossed over. This increases the difficulty for students from
by each individual student classroom, class
different educational backgrounds and/or with different abilities. Students from
Pedagogy Mastery of lower-level tasks towards increased
meetings
backgrounds different than the instructor find it more difficult to relate to class
discussions and/or classroom activities. This quickly tends to marginalize
of Gaming analytical skills to better assist the under-prepared
Feedback infrequent and
underrepresented and at-risk students.[2] Advantages Student-paced learning, self-directed usually post-assessment
faculty and students are outside of an effective feedback loop. Faculty do not know if Frequent, immediate feedback for faster learning
Encourages improvement on individual needs Difficult to learn
students understand key concepts until they see summative assessments (such as
transference skills
midterms or final projects). Students often do not receive immediate feedback regarding
their mastery of content; graded assignments/exams are returned well after first More flexible curriculum, relies on varied
Little exposure to team
exposure of content. Underprepared, non-traditional and at-risk students are thus more experiences, allows different approaches to learning building activities, shared
likely to drop out of SE programs.[3] Encouraging objectives [6] experiences, diversity
even successful students tend to have a limited ability with transferring their knowledge Diversity Higher-risk students play on their own time, more
and time-on-task learning Students with different
from text and/or lecture materials and later applying it to real-world software
Creates a shared learning experience for everyone backgrounds, outlooks
management scenarios.[4] Retention
from faculty/majority find
Highlights benefits of inclusive environments and the curriculum more
We argue that an effective and efficient method to address the above problems is to
shift the learning environment away from traditional text and lecture formats toward a diverse work teams difficult to process
dynamic environment that incorporates game play to create active, individually
unique, diverse learning experiences.
Examples of SimSYS
Prototype Game Interface
These mock-ups demonstrate how the game initiates students into the
practice and rhetoric of Software Engineering Management. The
game provides student players with typical challenges associated with
Software Engineering management. In order to win the game, players
are required to constantly build upon, assess, synthesize and apply
their knowledge of Software Engineering development practices.