dc.creatorCristina Silveira Santos, Djenane
dc.creatorDiniz de Souza, Adler
dc.creatorVeiga Paula, Melise
dc.date2021-07-28
dc.date.accessioned2022-10-04T22:52:37Z
dc.date.available2022-10-04T22:52:37Z
dc.identifierhttps://seer.ufrgs.br/index.php/renote/article/view/118432
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/3871395
dc.descriptionAccess to new technologies is slowly changing classrooms and theirdynamics. Gamification has been a widely used approach, and its benefits are still being studied. This paper aims to present a serious game which assists in teaching the SCRUM (software development) framework in higher education disciplines. For this, a virtual game has been created containing two different ways of playing, and its performance as a support tool to traditional teaching methodologies has been analyzed. Through a planned experiment, it was possible to identify a direct positive impact on students Learning Gain.pt-BR
dc.formatapplication/pdf
dc.languagepor
dc.publisherUFRGSpt-BR
dc.relationhttps://seer.ufrgs.br/index.php/renote/article/view/118432/64504
dc.rightsCopyright (c) 2021 Adler Diniz de Souza, Melise Veiga Paulapt-BR
dc.sourceRENOTE; v. 19 n. 1 (2021): Edição Regular - Julho de 2021; 227-236pt-BR
dc.source1679-1916
dc.subjectgamificationpt-BR
dc.subjectproject managementpt-BR
dc.subjectscrum frameworkpt-BR
dc.subjectserious gamept-BR
dc.titleComparing different serious games strategies for teaching the SCRUM Frameworkpt-BR
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion


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