Related papers: Gamification in Software Engineering Education: a …
Artificial Intelligence (AI) or Machine Learning (ML) systems have been widely adopted as value propositions by companies in all industries in order to create or extend the services and products they offer. However, developing AI/ML systems…
Progressing digitalization and increasing demand and use of software cause rises in energy- and resource consumption from information and communication technologies (ICT). This raises the issue of sustainability in ICT, which increasingly…
Background. Software Engineering (SE) researchers extensively perform experiments with human subjects. Well-defined samples are required to ensure external validity. Samples are selected \textit{purposely} or by \textit{convenience},…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
Empirical software engineering is concerned with the design and analysis of empirical studies that include software products, processes, and resources. Optimization is a form of data analytics in support of human decision-making.…
The research objective is to design a blended learning of system programming for software engineering bachelors. Under blended learning we understand the way of implementing the content of the training, which integrates classroom and…
Podcasts have become an increasingly popular medium for knowledge sharing within the software engineering (SE) community, offering insights into industry developments and the perspectives of professionals with different backgrounds. As this…
Context: The software development industry is rapidly adopting machine learning for transitioning modern day software systems towards highly intelligent and self-learning systems. However, the full potential of machine learning for…
Context: Corporate education is a strategic investment in the software industry, but little is known about how different professional profiles perceive these initiatives. Objective: To investigate whether sociodemographic and professional…
The increasing reliance on applications with machine learning (ML) components calls for mature engineering techniques that ensure these are built in a robust and future-proof manner. We aim to empirically determine the state of the art in…
In recent years, gamification has become very popular for rehabilitating different cognitive and motor problems. It has been shown that rehabilitation is effective when it starts early enough and it is intensive and repetitive. However, the…
The potential disconnect between research and practice in software engineering (SE) means that the uptake of research outcomes has at times been limited. In this paper we seek to identify research approaches that are rigorous in terms of…
From its early foundations in the 1970s, empirical software engineering (ESE) has evolved into a mature research discipline that embraces a plethora of different topics, methodologies, and industrial practices. Despite its remarkable…
Sign language has been extensively studied as a means of facilitating effective communication between hearing individuals and the deaf community. With the continuous advancements in virtual reality (VR) and gamification technologies, an…
The growing number of students enrolling in Computer Science (CS) programmes is pushing CS educators to their limits. This poses significant challenges to computing education, particularly the teaching of introductory programming and…
The activities of requirements engineering and software testing are intrinsically related to each other, as these two areas are linked when seeking to specify and also ensure the expectations of a software product, with quality and on time.…
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how…
Only 21% of employees consider themselves engaged at work. Moreover, disengagement has been shown to be even more problematic when work is repetitive in nature. Lack of engagement has been linked to variety of negative outcomes for…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…